Version: 2020.2
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Rigidbody2D.Cast

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public int Cast(Vector2 direction, RaycastHit2D[] results, float distance = Mathf.Infinity);

Parameters

direction Vector representing the direction to cast each Collider2D shape.
results Array to receive results.
distance Maximum distance over which to cast the Collider(s).

Returns

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

Description

All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.

This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results array.

The integer return value is the number of results written into the results array. 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 casts are performed frequently.

Additionally, this will also detect other Collider(s) overlapping the collider start position. In this case the cast shape will be starting inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.


public int Cast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance = Mathf.Infinity);

Parameters

direction Vector representing the direction to cast each Collider2D shape.
contactFilter Filter results defined by the contact filter.
results Array to receive results.
distance Maximum distance over which to cast the Collider(s).

Returns

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

Description

All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.

This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results array.

The integer return value is the number of results written into the results array. 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 casts are performed frequently.

The contactFilter parameter can filter the returned results by the options in ContactFilter2D.

Additionally, this will also detect other Collider(s) overlapping the collider start position. In this case the cast shape will be starting inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.


public int Cast(Vector2 direction, List<RaycastHit2D> results, float distance = Mathf.Infinity);

Parameters

direction Vector representing the direction to cast each Collider2D shape.
results List to receive results.
distance Maximum distance over which to cast the Collider(s).

Returns

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

Description

All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.

This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results list.

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.

Additionally, this will also detect other Collider(s) overlapping the collider start position. In this case the cast shape will be starting inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.


public int Cast(Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance = Mathf.Infinity);

Parameters

direction Vector representing the direction to cast each Collider2D shape.
contactFilter Filter results defined by the contact filter.
results List to receive results.
distance Maximum distance over which to cast the Collider(s).

Returns

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

Description

All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.

This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results list.

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 contactFilter parameter can filter the returned results by the options in ContactFilter2D.

Additionally, this will also detect other Collider(s) overlapping the collider start position. In this case the cast shape will be starting inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.