public static bool CapsuleCast (Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);

Parámetros

point1El centro de la esfera al start de la cápsula.
point2El centro de la esfera al end de la cápsula.
radiusEl radio de la cápsula.
directionLa dirección en la cual se barre la cápsula.
maxDistanceLa longitud máxima del barrido.
layerMaskUna Layer mask que es utilizada para ignorar colliders selectivamente cuando se emita una cápsula.
queryTriggerInteractionEspecifica si esta consulta debería golpear Triggers.

Valor de retorno

bool Es true cuando el barrido de la cápsula intersecta cualquier collider, de lo contrario falso.

Descripción

Casts a capsule against all colliders in the Scene and returns detailed information on what was hit.

The capsule is defined by the two spheres with radius around point1 and point2, which form the two ends of the capsule. Hits are returned for the first collider which would collide against this capsule if the capsule was moved along direction. This is useful when a Raycast does not give enough precision, because you want to find out if an object of a specific size, such as a character, will be able to move somewhere without colliding with anything on the way.

Notes: CapsuleCast will not detect colliders for which the capsule overlaps the collider. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.

See Also: Physics.SphereCast, Physics.CapsuleCastAll, Physics.Raycast, Rigidbody.SweepTest.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { RaycastHit hit; CharacterController charContr = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charContr.center + Vector3.up * -charContr.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charContr.height; float distanceToObstacle = 0;

// Cast character controller shape 10 meters forward to see if it is about to hit anything. if (Physics.CapsuleCast(p1, p2, charContr.radius, transform.forward, out hit, 10)) distanceToObstacle = hit.distance; } }

public static bool CapsuleCast (Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);

Parámetros

point1El centro de la esfera al start de la cápsula.
point2El centro de la esfera al end de la cápsula.
radiusEl radio de la cápsula.
directionLa dirección en la cual se barre la cápsula.
maxDistanceLa longitud máxima del barrido.
hitInfoIf true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).
layerMaskUna Layer mask que es utilizada para ignorar colliders selectivamente cuando se emita una cápsula.
queryTriggerInteractionEspecifica si esta consulta debería golpear Triggers.

Descripción

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