| origin | The starting point of the ray in world coordinates. | 
| direction | The direction of the ray. | 
| maxDistance | The max distance the ray should check for collisions. | 
| layerMask | A Layer mask that is used to selectively ignore Colliders when casting a ray. | 
| queryTriggerInteraction | Specifies whether this query should hit Triggers. | 
bool True if the ray intersects with a Collider, otherwise false.
Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.
You may optionally provide a LayerMask, to filter out any Colliders you aren't interested in generating collisions with.
Specifying queryTriggerInteraction allows you to control whether or not Trigger colliders generate a hit, or whether to use the global Physics.queriesHitTriggers setting.
This example creates a simple Raycast, projecting forwards from the position of the object's current position, extending for 10 units.
using UnityEngine;
public class ExampleClass : MonoBehaviour { void FixedUpdate() { Vector3 fwd = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position, fwd, 10)) print("There is something in front of the object!"); } }
| origin | The starting point of the ray in world coordinates. | 
| direction | The direction of the ray. | 
| hitInfo | If true is returned, hitInfowill contain more information about where the collider was hit. (See Also: RaycastHit). | 
| maxDistance | The max distance the ray should check for collisions. | 
| layerMask | A Layer mask that is used to selectively ignore Colliders when casting a ray. | 
| queryTriggerInteraction | Specifies whether this query should hit Triggers. | 
bool True if the ray intersects with a Collider, otherwise false.
Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.
This method generates no garbage.
using UnityEngine; public class RaycastExample : MonoBehaviour { void FixedUpdate() { RaycastHit hit;
if (Physics.Raycast(transform.position, -Vector3.up, out hit)) print("Found an object - distance: " + hit.distance); } }
| origin | The starting point and direction of the ray. | 
| direction | The direction of the ray. | 
| raycastHits | The buffer to store the hits into. | 
| maxDistance | The max distance the rayhit is allowed to be from the start of the ray. | 
| layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. | 
| queryTriggerInteraction | The amount of hits stored into the resultsbuffer. | 
int True if the ray intersects with a Collider, otherwise false.
Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.
This method generates no garbage.