Unity - Scripting API: Physics.CheckSphere
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Declaration
public static bool CheckSphere(Vector3 position, float radius, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
Parameters
| Parameter | Description |
|---|---|
| position | Center of the sphere. |
| radius | Radius of the sphere. |
| layerMask | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
| queryTriggerInteraction | Specifies whether this query should hit Triggers. |
Description
Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.
using UnityEngine; using System.Collections;public class ExampleClass : MonoBehaviour { public float sphereRadius; AudioSource audioSource;
void Start() { audioSource = GetComponent<AudioSource>(); }
void WarningNoise() { // Play a noise if an object is within the sphere's radius. if (Physics.CheckSphere(transform.position, sphereRadius)) { audioSource.Play(); } } }