Version: 2022.2
LanguageEnglish
  • C#

Physics.BoxCastAll

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

Declaration

public static RaycastHit[] BoxCastAll(Vector3 center, Vector3 halfExtents, Vector3 direction, Quaternion orientation = Quaternion.identity, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

center Center of the box.
halfExtents Half the size of the box in each dimension.
direction The direction in which to cast the box.
orientation Rotation of the box.
maxDistance The max length of the cast.
layermask A Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Returns

RaycastHit[] All colliders that were hit.

Description

Like Physics.BoxCast, but returns all hits.

Notes: For colliders that overlap the box at the start of the sweep, RaycastHit.normal is set opposite to the direction of the sweep, RaycastHit.distance is set to zero, and the zero vector gets returned in RaycastHit.point. You might want to check whether this is the case in your particular query and perform additional queries to refine the result.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961