Rigidbody.SweepTest

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public bool SweepTest(Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

directionThe direction into which to sweep the rigidbody.
hitInfoIf true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).
maxDistanceThe length of the sweep.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Returns

bool True when the rigidbody sweep intersects any collider, otherwise false.

Description

Tests if a rigidbody would collide with anything, if it was moved through the Scene.

Tests if a rigidbody would collide with anything, if it was moved through the Scene. This is similar to doing a Physics.Raycast for all points contained in any of a Rigidbody's colliders and returning the closest of all hits (if any) reported. This is useful for AI code, say if you need to know that an object would fit through a gap without colliding with anything.

Note that this function only works when a primitive collider type (sphere, cube or capsule) or a convex mesh is attached to the rigidbody object - concave mesh colliders will not work, although they can be detected in the Scene by the sweep.

See Also: Physics.SphereCast, Physics.CapsuleCast, Rigidbody.SweepTestAll.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float collisionCheckDistance; public bool aboutToCollide; public float distanceToCollision; public Rigidbody rb;

void Start() { rb = GetComponent<Rigidbody>(); }

void Update() { RaycastHit hit; if (rb.SweepTest(transform.forward, out hit, collisionCheckDistance)) { aboutToCollide = true; distanceToCollision = hit.distance; } } }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答