origin | The point in 2D space where the shape originates. |
size | The size of the shape. |
angle | The angle of the shape (in degrees). |
direction | Vector representing the direction of the shape. |
distance | Maximum distance over which to cast the shape. |
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.
See Also: LayerMask class, RaycastHit2D class, BoxCastAll, BoxCastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.