Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Physics2D.GetRayIntersectionAll

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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

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.

Returns

RaycastHit2D[] The cast results returned.

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.

Did you find this page useful? Please give it a rating: