Physics2D.GetRayIntersectionAll
static function GetRayIntersectionAll(ray: Ray, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): RaycastHit2D[];
static RaycastHit2D[] GetRayIntersectionAll(Ray ray, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
static def GetRayIntersectionAll(ray as Ray, distance as float = Mathf.Infinity, layerMask as int = DefaultRaycastLayers) as RaycastHit2D[]
Parameters

ray The 3D ray defining origin and direction to test.
distance Maximum distance over which to cast the ray.
layerMask Filter to detect colliders only on certain layers.
Description

Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.

This is useful for finding colliders intersecting an arbitrary 3D ray.

Note that this function will allocate memory for the returned RaycastHit2D array. You can use GetRayIntersectionNonAlloc to avoid this overhead if you need to make such calls frequently.

Additionally this function is a 3D intersection test therefore any collision normals returned in the RaycastHit2D will be zero.