RayCast

    Query the closest object intersecting a ray.

    A RayCast represents a line from its origin to its destination position, . It is used to query the 3D space in order to find the closest object along the path of the ray.

    RayCast can ignore some objects by adding them to the exception list via add_exception or by setting proper filtering with collision layers and masks.

    RayCast can be configured to report collisions with s (collide_with_areas) and/or s (collide_with_bodies).

    Only enabled raycasts will be able to query the space and report collisions.

    RayCast calculates intersection every physics frame (see ), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use force_raycast_update after adjusting the raycast.

    Tutorials

    Methods

    void ( Object node )
    void ( RID rid )
    void ( )
    voidforce_raycast_update ( )
    get_collider ( ) const
    get_collider_shape ( ) const
    get_collision_mask_bit ( bit ) const
    Vector3 ( ) const
    Vector3 ( ) const
    bool ( ) const
    voidremove_exception ( node )
    voidremove_exception_rid ( rid )
    voidset_collision_mask_bit ( bit, bool value )

    The ray’s destination point, relative to the RayCast’s .


    • collide_with_areas
    Defaultfalse
    Setterset_collide_with_areas(value)
    Getteris_collide_with_areas_enabled()

    If true, collision with Areas will be reported.


    • collide_with_bodies

    If true, collision with PhysicsBodys will be reported.


    • collision_mask
    Default1
    Setterset_collision_mask(value)
    Getterget_collision_mask()

    If true, collisions will be reported.


    • exclude_parent
    Defaulttrue
    Setterset_exclude_parent_body(value)
    Getterget_exclude_parent_body()

    If , collisions will be ignored for this RayCast’s immediate parent.

    Method Descriptions

    • void add_exception ( Object node )

    Adds a collision exception so the ray does not report collisions with the specified node.


    • void add_exception_rid ( rid )

    Adds a collision exception so the ray does not report collisions with the specified RID.


    • void clear_exceptions ( )

    Removes all collision exceptions for this ray.


    Updates the collision information for the ray.

    Use this method to update the collision information immediately instead of waiting for the next _physics_process call, for example if the ray or its parent has changed state.

    Note: enabled is not required for this to work.


    • get_collider ( ) const

    Returns the first object that the ray intersects, or null if no object is intersecting the ray (i.e. is_colliding returns false).


    • get_collider_shape ( ) const

    • bool get_collision_mask_bit ( bit ) const

    Returns true if the bit index passed is turned on.

    Note: Bit indices range from 0-19.


    • Vector3 get_collision_normal ( ) const

    Returns the normal of the intersecting object’s shape at the collision point.


    • get_collision_point ( ) const

    Returns the collision point at which the ray intersects the closest object.

    Note: This point is in the global coordinate system.


    • bool is_colliding ( ) const

    Returns whether any object is intersecting with the ray’s vector (considering the vector length).


    • void remove_exception ( node )

    Removes a collision exception so the ray does report collisions with the specified node.


    • void remove_exception_rid ( RID rid )

    Removes a collision exception so the ray does report collisions with the specified .


    Sets the bit index passed to the value passed.