Sensor Kit by 3DI70R - 1


Utility classes for headache-free raycasting configuration in Unity

Unknown VersionOtherUpdated 234 days agoCreated on November 27th, 2018
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Utility components for working with Raycasts using GameObjects

What is this

This library wraps Physics.XCast and Physics.OverlapX methods into MonoBehavior, and acts like a configurable sensor. With that, you can write logic that is less focused on ray casting logic, and more on reaction when ray hit something.


  • Wraps all cast/overlap logic into separate class
  • Multiple inheritance levels allows to write logic that is independent of sensor type (Cast or Overlap) and its shape (Ray, Sphere, Capsule, Box)
  • Designed for embedding into existing logic
  • Correctly applies all transforms, like collider with similar shape
  • Highly detailed gizmo, so you can see how sensor acts
  • Automatic method selection based on sensor settings
  • Uses NonAlloc methods with reusable arrays for Multi-Object casts
  • Since this is simple behavior, you can animate its values like any other object


  • Add desired sensor to scene, and configure its detection params
    • SphereCastSensor | BoxCastSensor | SphereOverlapSensor | BoxOverlapSensor
  • Create field in your behavior with same type, assign your sensor in inspector
  • Call UpdateSensor() when you need to update your sensor
  • Use obtained information any way you want
public class CharacterObject : MonoBehaviour
    public CastSensor groundSensor;

    public void Update()
        if (groundSensor.HasHit)
            var normal = groundSensor.RayHit.normal;
            // ground movement logic
            // airborn movement logic


Sensor parameters

Nearly all of sensor parameters are actually Cast/Overlap method parameters, so i think if you need documentation for those, you can easily read detailed info in Unity Documentation. However, there is unique parameters:

  • Max Results - Since sensor can detect multiple objects at once, it needs to preallocate array for specific object count, to avoid garbage generation for each cast.
  • Lazy Allocation - If there is chance that your sensor will be unused, you may tick this checkbox, to delay array allocation untill first use. This option may save you few nanoseconds, if you are desperate for performance.


Each sensor has detailed gizmo, to aid sensor configuration and allow quick visualization of current sensor behavior

Gizmo is visible only on selected game objects for peformance reasons Gizmo


  • Red gizmo: Nothing Detected
  • Green line: Distance that cast has moved untill detection
  • Green dot: Point of object stop distance
  • Yellow line: Leftover distance, that cast could reach if there were no collision
  • Blue arrow: Hit normal
  • Purple point: Actual hit position
  • White triangle: Highlight of the triangle that was hit (If it is mesh collider)


This library is designed to allow faster Cast/Overlap iteration cycles, and give ability to easily swap between sensor types without code modification.

Class Diagram

Ray/Capsule casts are absent because they are SphereCast’s special cases. If Radius = 0, Ray cast is used for detection, if Width > 0, Capsule cast is used. Similar logic applies to overlap sensors.

Every inheritance level has logic that allows to work with results independently of sensor type. So, if you just need to check for object prescence, you can use base class - PhysicsSensor just to get basic information about hit (Is detected something, Collider of detected object). With that, you can assign any sensor to that property, and if you need to change from BoxOverlap to SphereCast, you dont even need to modify your sources, you can just swap your sensor.

Sensor is not updated automatically, you need to call UpdateSensor() for that. Here is reasons:

  • Every game object uses casts in his own lifecycle, which can be in update/fixed update/coroutine/whatever
  • There is no guarantee that sensor will be used every frame
  • Often you want to keep last cast information untill next update


If your Unity/PackageManager supports git dependencies, just add this entry into Packages\manifest.json

"ru.threedisevenzeror.sensorkit": ""

And all these scripts will be included in your project as dependency.

Otherwise, you can just copy files from Assets/Scripts/Runtime to your project.

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