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public method Raycast(direction: Vector2, results: RaycastHit2D[], distance: float = Mathf.Infinity, layerMask: int = Physics2D.AllLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): int;
public int Raycast(Vector2 direction, RaycastHit2D[] results, float distance = Mathf.Infinity, int layerMask = Physics2D.AllLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);
public method Raycast(direction: Vector2, contactFilter: ContactFilter2D, results: RaycastHit2D[], distance: float = Mathf.Infinity): int;
public int Raycast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance = Mathf.Infinity);


direction Vector representing the direction of the ray.
results Array to receive results.
distance Maximum distance over which to cast the ray.
layerMask Filter to check objects only on specific layers.
minDepth Only include objects with a Z coordinate (depth) greater than this value.
maxDepth Only include objects with a Z coordinate (depth) less than this value.
contactFilter Filter results defined by the contact filter.


int The number of results returned.


Casts a ray into the scene starting at the collider position ignoring the collider itself.

This function is similar to the [[Physics2D::RaycastNonAlloc]] function and in the same way, the results are returned in the supplied array. The integer return value is the number of objects that intersect the ray (possibly zero) but the results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved when raycasts are performed frequently.

Overloads of this function that use contactFilter filters the results by the options available in ContactFilter2D.

Additionally, this will also detect other Collider(s) at the start of the ray. In this case the ray is starting inside the Collider and doesn't intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the ray vector being tested. This can easily be detected because such results are always at a RaycastHit2D fraction of zero.

See Also: LayerMask class, RaycastHit2D class, [[Physics2D::RaycastNonAlloc]], [[Physics2D::AllLayers]], [[Physics2D::IgnoreRaycastLayer]], [[Physics2D::raycastsHitTriggers]].

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