Version: 2019.2
LanguageEnglish
  • C#

PhysicsScene2D.BoxCast

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 RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask = Physics2D.DefaultRaycastLayers);
public RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter);

Parameters

originThe point in 2D space where the box originates.
sizeThe size of the box.
angleThe angle of the box (in degrees).
directionVector representing the direction to cast the box.
distanceMaximum distance over which to cast the box.
layerMaskFilter to detect colliders only on certain layers.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

Returns

RaycastHit2D The cast results returned.

Description

Casts a box against colliders in the PhysicsScene2D, returning the first intersection only.

A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box can be detected and reported.

This function returns a RaycastHit2D object with a reference to the collider that is hit by the box (the collider property of the result will be NULL if nothing was hit) and contains both the point and normal of the contact where the box would touch the collider. It also returns the centroid where the box would be positioned for it to contact the collider at that point.

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). Overloads of this method that use contactFilter can filter the results by the options available in ContactFilter2D.

See Also: PhysicsScene2D, RaycastHit2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.


public int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, RaycastHit2D[] results, int layerMask = Physics2D.DefaultRaycastLayers);
public int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter, RaycastHit2D[] results);

Parameters

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

Returns

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

Description

Casts a box against the colliders in the PhysicsScene2D, returning all intersections.

A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box can be detected and reported.

This function returns an array of RaycastHit2D object(s) with a reference to the collider that is hit by the box (the collider property of the result will be NULL if nothing was hit) and contains both the point and normal of the contact where the box would touch the collider. It also returns the centroid where the box would be positioned for it to contact the collider at that point.

The integer return value is the number of objects that intersect the box (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. Note that you will always get zero results if you pass an empty array.

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). Overloads of this method that use contactFilter can filter the results by the options available in ContactFilter2D.

All results are sorted by ascending distance order.

See Also: PhysicsScene2D, RaycastHit2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.


public int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter, List<RaycastHit2D> results);

Parameters

originThe point in 2D space where the box originates.
sizeThe size of the box.
angleThe angle of the box (in degrees).
directionVector representing the direction to cast the box.
distanceMaximum distance over which to cast the box.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
resultsThe list to receive results.

Returns

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

Description

Casts a box against the Colliders in the PhysicsScene2D, returning all intersections.

A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box can be detected and reported.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

The results can also be filtered by the contactFilter. All results are sorted by ascending distance order.

See Also: PhysicsScene2D and RaycastHit2D.