A 3D shape that sweeps a region of space to detect [CollisionObject3D]s. Shape casting allows to detect collision objects by sweeping its [member shape] along the cast direction determined by [member target_position]. This is similar to [RayCast3D], but it allows for sweeping a region of space, rather than just a straight line. [ShapeCast3D] can detect multiple collision objects. It is useful for things like wide laser beams or snapping a simple shape to a floor. Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same physics frame. This helps to overcome some limitations of [Area3D] when used as an instantaneous detection area, as collision information isn't immediately available to it. [b]Note:[/b] Shape casting is more computationally expensive than ray casting. Adds a collision exception so the shape does not report collisions with the specified [CollisionObject3D] node. Adds a collision exception so the shape does not report collisions with the specified [RID]. Removes all collision exceptions for this [ShapeCast3D]. Updates the collision information for the shape immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the shape or its parent has changed state. [b]Note:[/b] [code]enabled == true[/code] is not required for this to work. The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision. The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision. In ideal conditions this would be the same as [method get_closest_collision_safe_fraction], however shape casting is calculated in discrete steps, so the precise point of collision can occur between two calculated positions. Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). Returns the [RID] of the collided object of one of the multiple collisions at [param index]. Returns the shape ID of the colliding shape of one of the multiple collisions at [param index], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods. Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32. Returns the normal of one of the multiple collisions at [param index] of the intersecting object. Returns the collision point of one of the multiple collisions at [param index] where the shape intersects the colliding object. [b]Note:[/b] this point is in the [b]global[/b] coordinate system. Returns whether any object is intersecting with the shape's vector (considering the vector length). Removes a collision exception so the shape does report collisions with the specified [CollisionObject3D] node. Removes a collision exception so the shape does report collisions with the specified [RID]. This method does nothing. Based on [param value], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32. If [code]true[/code], collisions with [Area3D]s will be reported. If [code]true[/code], collisions with [PhysicsBody3D]s will be reported. The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method. 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 [ShapeCast3D] 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 [code]true[/code], collisions will be reported. If [code]true[/code], the parent node will be excluded from collision detection. The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision. The number of intersections can be limited with this parameter, to reduce the processing time. The [Shape3D]-derived shape to be used for collision queries. The shape's destination point, relative to this node's [code]position[/code].