origin | The point in 2D space where the box originates. |
size | The size of the box. |
angle | The angle of the box (in degrees). |
direction | A vector representing the direction of the box. |
distance | The maximum distance over which to cast the box. |
layerMask | Filter to detect Colliders only on certain layers. |
minDepth | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | Only include objects with a Z coordinate (depth) less than or equal to this value. |
RaycastHit2D The cast results returned.
Casts a box against Colliders in the Scene, returning the first Collider to contact with it.
A BoxCast is conceptually like dragging a box through the Scene in a particular direction. Any object 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). 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).
The returned RaycastHit2D returns 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 at that point.
BoxCast has a size
option. This defines how large the box is. The box is fired
through the world. The larger the box is the more GameObjects will be hit.
BoxCast also has a angle
option. The box which is fired through the elements in
the game can be rotated. This means that the collision between the BoxCast and a GameObject
can be more hard to observe.
The BoxCast.direction variable determines how the Box moves in the Game. This
is a 2D variable controlling the horizontal and vertical directions.
Distance controls how far from the origin
the Box travels. It may interact with
many Colliders
or none. In these cases the closest Collider2D provides the values set in
the RaycastHit2D variable. If no Collider2D
is hit then NULL is returned.
Additional resources: LayerMask class, RaycastHit2D class, BoxCastAll, BoxCastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.
origin | The point in 2D space where the box originates. |
size | The size of the box. |
angle | The angle of the box (in degrees). |
direction | A vector representing the direction of the box. |
distance | The maximum distance over which to cast the box. |
results | The array to receive results. The size of the array determines the maximum number of results that can be returned. |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
int
Returns the number of results placed in the results
array.
Casts a box against the Colliders in the Scene and returns all Colliders that are in contact with it.
A BoxCast is conceptually like dragging a box through the Scene in a particular direction. Any Collider making contact with the box can be detected and reported.
This function returns the number of contacts found and places those contacts in the results
array. The results can also be filtered by the contactFilter
.
Additional resources: ContactFilter2D and RaycastHit2D.
origin | The point in 2D space where the box originates. |
size | The size of the box. |
angle | The angle of the box (in degrees). |
direction | A vector representing the direction of the box. |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
results | The list to receive results. |
distance | The maximum distance over which to cast the box. |
int
Returns the number of results placed in the results
list.
Casts a box against the Colliders in the Scene and returns all Colliders that are in contact with it.
A BoxCast is conceptually like dragging a box through the Scene in a particular direction. Any Collider 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
.
Additional resources: ContactFilter2D and RaycastHit2D.