Version: 2019.3
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  • C#

PhysicsScene2D.CircleCast

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public RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, int layerMask = Physics2D.DefaultRaycastLayers);
public RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter);

Parameters

originThe point in 2D space where the circle originates.
radiusThe radius of the circle.
directionVector representing the direction to cast the circle.
distanceMaximum distance over which to cast the circle.
layerMaskThe filter used 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 circle against colliders in the PhysicsScene2D, returning the first intersection only.

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

This function returns a RaycastHit2D object with a reference to the collider that is hit by the circle (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 circle would touch the collider. It also returns the centroid where the circle 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 CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, RaycastHit2D[] results, int layerMask = Physics2D.DefaultRaycastLayers);
public int CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter, RaycastHit2D[] results);

Parameters

originThe point in 2D space where the circle originates.
radiusThe radius of the circle.
directionVector representing the direction to cast the circle.
distanceMaximum distance over which to cast the circle.
resultsThe array to receive results. The size of the array determines the maximum number of results that can be returned.
layerMaskThe filter used 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 circle against the colliders in the PhysicsScene2D, returning all intersections.

A "CircleCast" is conceptually like dragging a circle shape through the Scene in a particular direction. Any Collider2D making contact with the circle 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 circle (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 circle would touch the collider. It also returns the centroid where the circle would be positioned for it to contact the collider at that point.

The integer return value is the number of objects that intersect the circle (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 CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter, List<RaycastHit2D> results);

Parameters

originThe point in 2D space where the circle originates.
radiusThe radius of the circle.
directionVector representing the direction to cast the circle.
distanceMaximum distance over which to cast the circle.
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 circle against the Colliders in the PhysicsScene2D, returning all intersections.

A "CircleCast" is conceptually like dragging a circle shape through the Scene in a particular direction. Any Collider2D making contact with the circle 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.