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. |
Returns true if there are any colliders overlapping the sphere defined by position
and radius
in world coordinates.
#pragma strict public var sphereRadius: float; var audio: AudioSource; function Start() { audio = GetComponent.<AudioSource>(); } function WarningNoise() { // Play a noise if an object is within the sphere's radius. if (Physics.CheckSphere(transform.position, sphereRadius)) { audio.Play(); } }
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(); } } }