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Rotate Cast

Discussion in 'Physics' started by ZeuX, Dec 27, 2015.

  1. ZeuX

    ZeuX

    Joined:
    Oct 11, 2013
    Posts:
    13
    Since there are lots of cast method of geometry
    like box, sphere, sweep(2D & 3D)
    just think why there's no any of them has a rotating variable in method
    to let us estimate collide in rotating situation

    for example I have a long box bar, it can directly move and keep rotating
    I need to cast a collider before we overlap it
    or even worse pass through it

    just don't like to use rigidbody in develope
    because there's always lots of unsolvable bug
    using rigidbody means all info's are shoot after overlap or not even shoot when pass through
    so we do really need this feature

    the method I think of may like this

    Physics2D.BoxCast(origin, size, offsetRotatePivot, offsetRotateAngle, isOffsetRotateClockwise, selfOriginAngle, selfTargetAngle, isSelfClockwise, direction , distance, layerMask, minDepth);



    I'm actually Taiwanese, don't know too much about English, if there's some grammar mistake
    please just ignore, thanks