Unity - Scripting API: Physics.CheckCapsule
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Declaration
public static bool CheckCapsule(Vector3 start, Vector3 end, float radius, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
Parameters
| Parameter | Description |
|---|---|
| start | The center of the sphere at the start of the capsule. |
| end | The center of the sphere at the end of the capsule. |
| radius | The radius of the capsule. |
| layermask | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
| queryTriggerInteraction | Specifies whether this query should hit Triggers. |
Description
Checks if any colliders overlap a capsule-shaped volume in world space.
The capsule is defined by the two spheres with radius around point1 and point2, which form the two ends of the capsule.
using UnityEngine;public class Example : MonoBehaviour { // Given the start and end waypoints of a corridor, check if there is enough // room for an object of a certain width to pass through. bool CorridorIsWideEnough(Vector3 startPt, Vector3 endPt, float width) { return Physics.CheckCapsule(startPt, endPt, width); } }