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# Physics2D.CircleCast

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public static function CircleCast(origin: Vector2, radius: float, direction: Vector2, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): RaycastHit2D;
public static RaycastHit2D CircleCast(Vector2 origin, float radius, 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 circle originates. radius The radius of the circle. direction Vector representing the direction of the circle. distance Maximum distance over which to cast the circle. 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 circle against colliders in the scene, returning the first collider to contact with it.

A CircleCast is conceptually like dragging a circle through the Scene in a particular direction. Any object making contact with the circle 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 circle would touch the collider. It also returns the centroid where the circle would be positioned for it to contact at that point.

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

## Parameters

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

## Returns

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

## Description

Casts a circle against colliders in the Scene, returning all colliders that contact with it.

A CircleCast is conceptually like dragging a circle through the Scene in a particular direction. Any collider making contact with the circle 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`.