Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

Physics2D.RaycastNonAlloc

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 int RaycastNonAlloc(Vector2 origin, Vector2 direction, RaycastHit2D[] results, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

minDepthOnly include objects with a Z coordinate (depth) greater than or equal to this value.
maxDepthOnly include objects with a Z coordinate (depth) less than or equal to this value.
originThe point in 2D space where the ray originates.
directionThe vector representing the direction of the ray.
resultsArray to receive results.
distanceMaximum distance over which to cast the ray.
layerMaskFilter to check objects only on specific layers.

Returns

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

Description

Casts a ray into the Scene.

This function is similar to the RaycastAll function except that the results are returned in the supplied array. The integer return value is the number of objects that intersect the line (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.

Additionally, this will also detect Collider(s) at the start of the ray. In this case, the ray starts inside the Collider and doesn't intersect the Collider surface. This means that the collision normal cannot be calculated, in which case the returned collision normal 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, Raycast, Linecast, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.

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