Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Physics2D.CircleCastNonAlloc

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

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function CircleCastNonAlloc(origin: Vector2, radius: float, direction: Vector2, results: RaycastHit2D[], distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): int;
public static int CircleCastNonAlloc(Vector2 origin, float radius, 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 shape originates.
radius The radius of the shape.
direction Vector representing the direction of the shape.
results Array to receive results.
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.

Returns

int The number of results returned.

Description

Casts a circle into the scene, returning colliders that contact with it into the provided results array.

This function is similar to the CircleCastAll function except that the results are returned in the supplied array. The integer return value is the number of objects that intersect the circle (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 circle would touch the collider. It also returns the centroid where the circle would be positioned for it to contact at that point.

See Also: LayerMask class, RaycastHit2D class, CircleCast, CircleCastAll,, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.