Version: 2021.1
LanguageEnglish
  • C#

Physics2D.CapsuleCastNonAlloc

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

Declaration

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);

Parameters

origin The point in 2D space where the capsule originates.
size The size of the capsule.
capsuleDirection The direction of the capsule.
angle The angle of the capsule (in degrees).
direction Vector representing the direction to cast the capsule.
results Array to receive results.
distance The maximum distance over which to cast the capsule.
layerMask Filter to detect Colliders only on certain layers.
minDepth Only include objects with a Z coordinate (depth) greater than this value.
maxDepth Only include objects with a Z coordinate (depth) less than this value.

Returns

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

Description

Casts a capsule into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use CapsuleCast instead.

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.