Query the closest object intersecting a ray. A RayCast represents a line from its origin to its destination position, [member target_position]. It is used to query the 3D space in order to find the closest object along the path of the ray. RayCast3D can ignore some objects by adding them to the exception list via [method add_exception] or by setting proper filtering with collision layers and masks. RayCast3D can be configured to report collisions with [Area3D]s ([member collide_with_areas]) and/or [PhysicsBody3D]s ([member collide_with_bodies]). Only enabled raycasts will be able to query the space and report collisions. RayCast3D calculates intersection every physics frame (see [Node]), 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 [method force_raycast_update] after adjusting the raycast. https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html https://godotengine.org/asset-library/asset/676 Adds a collision exception so the ray does not report collisions with the specified node. Adds a collision exception so the ray does not report collisions with the specified [RID]. 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 [code]_physics_process[/code] call, for example if the ray or its parent has changed state. [b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work. Returns the first object that the ray intersects, or [code]null[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32. Returns the normal of the intersecting object's shape at the collision point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code]. Returns the collision point at which the ray intersects the closest object. [b]Note:[/b] This point is in the [b]global[/b] coordinate system. Returns whether any object is intersecting with the ray's vector (considering the vector length). Removes a collision exception so the ray does report collisions with the specified node. Removes a collision exception so the ray does report collisions with the specified [RID]. Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32. If [code]true[/code], collision with [Area3D]s will be reported. If [code]true[/code], collision with [PhysicsBody3D]s will be reported. The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something. If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used. If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time. If [code]true[/code], collisions will be reported. If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent. If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect shapes with no volume like concave polygon or heightmap. The ray's destination point, relative to the RayCast's [code]position[/code].