Legacy Documentation: Version 4.5.0

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Physics2D.GetRayIntersection

static function GetRayIntersection(ray: Ray, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): RaycastHit2D;
static RaycastHit2D GetRayIntersection(Ray ray, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
static def GetRayIntersection(ray as Ray, distance as float = Mathf.Infinity, layerMask as int = DefaultRaycastLayers) as RaycastHit2D

Parameters

rayThe 3D ray defining origin and direction to test.
distanceMaximum distance over which to cast the ray.
layerMaskFilter to detect colliders only on certain layers.

Returns

RaycastHit2D The cast results returned.

Description

Cast a 3D ray against the colliders in the scene returning the first collider along the ray.

This is useful for finding colliders intersecting an arbitrary 3D ray.

Note that this function will allocate memory for the returned RaycastHit2D object. You can use GetRayIntersectionNonAlloc to avoid this overhead if you need to make such calls frequently.

Additionally that this function is a 3D intersection test therefore any collision normals returned in the RaycastHit2D will be zero.