Legacy Documentation: Version 2018.2 (Go to current version)
LanguageEnglish
  • C#

Physics2D.CapsuleCast

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 RaycastHit2D CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

originThe point in 2D space where the capsule originates.
sizeThe size of the capsule.
capsuleDirectionThe direction of the capsule.
angleThe angle of the capsule (in degrees).
directionVector representing the direction to cast the capsule.
distanceMaximum distance over which to cast the capsule.
layerMaskFilter to detect Colliders only on certain layers.
minDepthOnly include objects with a Z coordinate (depth) greater than this value.
maxDepthOnly include objects with a Z coordinate (depth) less than this value.

Returns

RaycastHit2D The cast results returned.

Description

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

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

This function returns a RaycastHit2D object with a reference to the collider that is hit by the capsule (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 capsule would touch the collider. It also returns the centroid where the capsule would be positioned for it to contact at that point.

See Also: LayerMask class, RaycastHit2D class, :CapsuleCastAll, CapsuleCastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.


public static int CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance = Mathf.Infinity);

Parameters

originThe point in 2D space where the capsule originates.
sizeThe size of the capsule.
capsuleDirectionThe direction of the capsule.
angleThe angle of the capsule (in degrees).
directionVector representing the direction to cast the capsule.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
resultsThe array to receive results. The size of the array determines the maximum number of results that can be returned.
distanceMaximum distance over which to cast the capsule.

Returns

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

Description

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

A CapsuleCast is conceptually like dragging a capsule through the scene in a particular direction. Any object making contact with the capsule 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.

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