Unity - Scripting API: PhysicsScene.SphereCast
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Declaration
public bool SphereCast(Vector3 origin, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
Parameters
| Parameter | Description |
|---|---|
| origin | The center of the sphere at the start of the sweep. |
| radius | The radius of the sphere. |
| direction | The direction into which to sweep the sphere. |
| hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit). |
| maxDistance | The max length of the cast. |
| layerMask | A Layer mask that is used to selectively filter which colliders are considered when casting a sphere. |
| queryTriggerInteraction | Specifies whether this query should hit Triggers. |
Returns
bool True when the sphere sweep intersects any collider, otherwise false.
Description
Casts a sphere along a ray and returns detailed information on what was hit.
Declaration
public int SphereCast(Vector3 origin, float radius, Vector3 direction, RaycastHit[] results, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
Parameters
| Parameter | Description |
|---|---|
| origin | The center of the sphere at the start of the sweep. |
| radius | The radius of the sphere. |
| direction | The direction into which to sweep the sphere. |
| results | The buffer to save the results to. |
| maxDistance | The max length of the cast. |
| layerMask | A Layer mask that is used to selectively filter which colliders are considered when casting a sphere. |
| queryTriggerInteraction | Specifies whether this query should hit Triggers. |
Returns
int
The amount of hits stored to the results buffer.
Description
Cast sphere along the direction and store the results into buffer.
Additional resources: Physics.SphereCastNonAllloc.