Version: 2019.1 (switch to 2018.3 or 2017.4)
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  • C#

Physics.CheckSphere

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public static bool CheckSphere(Vector3 position, float radius, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

positionCenter of the sphere.
radiusRadius of the sphere.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Description

Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float sphereRadius; AudioSource audioSource;

void Start() { audioSource = GetComponent<AudioSource>(); }

void WarningNoise() { // Play a noise if an object is within the sphere's radius. if (Physics.CheckSphere(transform.position, sphereRadius)) { audioSource.Play(); } } }

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