Version: Unity 6 Preview (6000.0)
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Physics2D.CircleCastAll

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Declaration

public static RaycastHit2D[] CircleCastAll(Vector2 origin, float radius, Vector2 direction, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

origin The point in 2D space where the circle originates.
radius The radius of the circle.
direction A vector representing the direction of the circle.
distance The maximum distance over which to cast the circle.
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

RaycastHit2D[] The cast results returned.

Description

Casts a circle against Colliders in the Scene, returning all Colliders that contact with it.

A CircleCast is conceptually like dragging a circle through the Scene in a particular direction. Any object making contact with the circle can be detected and reported.

This function is similar to the CircleCast function but instead of detecting just the first Collider that is hit, an array of all Colliders along the path of the circle is returned. The Colliders in the array are sorted in order of distance from the origin point. 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 circle would touch the Collider. It also returns the centroid where the circle would be positioned for it to contact at that point.

Additional resources: LayerMask class, RaycastHit2D class, CircleCast, CircleCastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.