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

    add_exception ( node )

    void

    add_exception_rid ( rid )

    void

    clear_exceptions ( )

    void

    ( )

    Object

    ( ) const

    int

    get_collision_mask_bit ( bit ) const

    Vector3

    ( ) const

    Vector3

    ( ) const

    bool

    ( ) const

    void

    remove_exception ( node )

    void

    remove_exception_rid ( rid )

    void

    set_collision_mask_bit ( bit, bool value )

    Default

    Vector3( 0, -1, 0 )

    Setter

    set_cast_to(value)

    Getter

    get_cast_to()

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


    If true, collision with s will be reported.


    • bool collide_with_bodies

    Default

    true

    Setter

    set_collide_with_bodies(value)

    Getter

    is_collide_with_bodies_enabled()

    If true, collision with s will be reported.


    • int collision_mask

    Default

    1

    Setter

    set_collision_mask(value)

    Getter

    get_collision_mask()

    The ray’s collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See in the documentation for more information.


    • Color debug_shape_custom_color

    The custom color to use to draw the shape in the editor and at run-time if Visible Collision Shapes is enabled in the Debug menu. This color will be highlighted at run-time if the RayCast is colliding with something.

    If set to Color(0.0, 0.0, 0.0) (by default), the color set in is used.


    • int debug_shape_thickness

    Default

    2

    Setter

    set_debug_shape_thickness(value)

    Getter

    get_debug_shape_thickness()

    If set to 1, a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the . Requires Visible Collision Shapes to be enabled in the Debug menu for the debug shape to be visible at run-time.


    • enabled

    Default

    false

    Setter

    set_enabled(value)

    Getter

    is_enabled()

    If true, collisions will be reported.


    • bool exclude_parent

    If true, 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

    Returns the shape ID of the first object that the ray intersects, or 0 if no object is intersecting the ray (i.e. is_colliding returns false).


    • get_collision_mask_bit ( int bit ) const

    Returns if the bit index passed is turned on.

    Note: Bit indices range from 0-19.


    • get_collision_normal ( ) const

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


    • Vector3 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.


    • is_colliding ( ) const

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


    • void remove_exception ( Object node )

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


    • void remove_exception_rid ( rid )

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


    • void set_collision_mask_bit ( bit, bool value )

    Sets the bit index passed to the value passed.