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Physics2D.BoxCast

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public static function BoxCast(origin: Vector2, size: Vector2, angle: float, direction: Vector2, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): RaycastHit2D;
public static RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

origin The point in 2D space where the box originates.
size The size of the box.
angle The angle of the box (in degrees).
direction Vector representing the direction of the box.
distance Maximum distance over which to cast the box.
layerMask Filter to detect Colliders only on certain layers.
minDepth Only include objects with a Z coordinate (depth) greater than or equal to this value.
maxDepth Only include objects with a Z coordinate (depth) less than or equal to this value.

Returns

RaycastHit2D The cast results returned.

Description

Casts a box against colliders in the scene, returning the first collider to contact with it.

A BoxCast is conceptually like dragging a box through the scene in a particular direction. Any object making contact with the box can be detected and reported.

This function returns a RaycastHit2D object with a reference to the collider that is hit by the box (the collider property of the result will be NULL if nothing was hit). The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example).

The returned RaycastHit2D returns both the point and normal of the contact where the box would touch the collider. It also returns the centroid where the box would be positioned for it to contact at that point.

BoxCast has a size option. This defines how large the box is. The box is fired through the world. The larger the box is the more GameObjects will be hit.

BoxCast also has a angle option. The box which is fired through the elements in the game can be rotated. This means that the collision between the BoxCast and a GameObject can be more hard to observe.

The BoxCast.direction variable determines how the Box moves in the Game. This is a 2D variable controlling the horizontal and vertical directions.

Distance controls how far from the origin the Box travels. It may interact with many Colliders or none. In these cases the closest Collider2D provides the values set in the RaycastHit2D variable. If no Collider2D is hit then NULL is returned.

See Also: LayerMask class, RaycastHit2D class, BoxCastAll, BoxCastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.


public static function BoxCast(origin: Vector2, size: Vector2, angle: float, direction: Vector2, contactFilter: ContactFilter2D, results: RaycastHit2D[], distance: float = Mathf.Infinity): int;
public static int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance = Mathf.Infinity);

Parameters

origin The point in 2D space where the box originates.
size The size of the box.
angle The angle of the box (in degrees).
direction Vector representing the direction of the box.
distance Maximum distance over which to cast the box.
results The array to receive results. The size of the array determines the maximum number of results that can be returned.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

Returns

int Returns the number of results placed in the results array.

Description

Casts a box against the colliders in the Scene and returns all colliders that are in contact with it.

A BoxCast is conceptually like dragging a box through the scene in a particular direction. Any object making contact with the box can be detected and reported.

This function returns the number of contacts found and places those contacts in the results array. The results can also be filtered by the contactFilter.

See Also: ContactFilter2D and RaycastHit2D.

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