Version: 2019.2
  • C#


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public static int CapsuleCastNonAlloc(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, RaycastHit2D[] results, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);


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.
resultsArray to receive results.
distanceThe maximum 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.


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


Casts a capsule into the Scene, returning colliders that contact with it into the provided results array.

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

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: ContactFilter2D, LayerMask class, RaycastHit2D class, CapsuleCast, CapsuleCastAll,, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.