Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

Rigidbody2D.Cast

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

Submission failed

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

Close

Cancel

Switch to Manual

Declaration

public int Cast(Vector2 direction, List<RaycastHit2D> results, float distance = Mathf.Infinity);

Parameters

direction Vector representing the direction to cast each Collider2D shape.
results List to receive results.
distance Maximum distance over which to cast the Collider(s).

Returns

int Returns the number of results placed in the results list.

Description

All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.

This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results list.

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.

Additionally, this will also detect other Collider(s) overlapping the collider start position. In this case the cast shape will be starting inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.


Declaration

public int Cast(Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance = Mathf.Infinity);

Parameters

direction Vector representing the direction to cast each Collider2D shape.
contactFilter Filter results defined by the contact filter.
results List to receive results.
distance Maximum distance over which to cast the Collider(s).

Returns

int Returns the number of results placed in the results list.

Description

All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.

This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results list.

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 contactFilter parameter can filter the returned results by the options in ContactFilter2D.

Additionally, this will also detect other Collider(s) overlapping the collider start position. In this case the cast shape will be starting inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.


Declaration

public int Cast(Vector2 direction, RaycastHit2D[] results, float distance = Mathf.Infinity);

Parameters

direction Vector representing the direction to cast each Collider2D shape.
results Array to receive results.
distance Maximum distance over which to cast the Collider(s).

Returns

int Returns the number of results placed in the results array.

Description

All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.

This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results array.

The integer return value is the number of results written into the results array. 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 casts are performed frequently.

Additionally, this will also detect other Collider(s) overlapping the collider start position. In this case the cast shape will be starting inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.


Declaration

public int Cast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance = Mathf.Infinity);

Parameters

direction Vector representing the direction to cast each Collider2D shape.
contactFilter Filter results defined by the contact filter.
results Array to receive results.
distance Maximum distance over which to cast the Collider(s).

Returns

int Returns the number of results placed in the results array.

Description

All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.

This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results array.

The integer return value is the number of results written into the results array. 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 casts are performed frequently.

The contactFilter parameter can filter the returned results by the options in ContactFilter2D.

Additionally, this will also detect other Collider(s) overlapping the collider start position. In this case the cast shape will be starting inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.


Declaration

public int Cast(Vector2 position, float angle, Vector2 direction, List<RaycastHit2D> results, float distance = Mathf.Infinity);

Parameters

position The position to start casting the rigidbody from.
angle The rotation of the rigidbody.
direction Vector representing the direction to cast each Collider2D shape.
results List to receive results.
distance Maximum distance over which to cast the Collider(s).

Returns

int Returns the number of results placed in the results list.

Description

The Rigidbody2D is cast into the Scene starting at the specified position and rotation. All the Collider2D shapes attached to the Rigidbody2D are cast along with it ignoring the Colliders attached to the same Rigidbody2D.

This function, unlike Rigidbody2D.Cast allows you to cast the Rigidbody2D and all its attached Collider2D through the scene but also allows the starting position and angle of the Rigidbody2D to be specified.

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.

NOTE: Additionally, this will also detect other Collider(s) overlapping the start position. In this case the cast shape will be starting inside another Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.

Additional resources: Rigidbody2D.Cast and ContactFilter2D.


Declaration

public int Cast(Vector2 position, float angle, Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance = Mathf.Infinity);

Parameters

position The position to start casting the rigidbody from.
angle The rotation of the rigidbody.
direction Vector representing the direction to cast each Collider2D shape.
contactFilter Filter results defined by the contact filter.
results List to receive results.
distance Maximum distance over which to cast the Collider(s).

Returns

int Returns the number of results placed in the results list.

Description

The Rigidbody2D is cast into the Scene starting at the specified position and rotation. All the Collider2D shapes attached to the Rigidbody2D are cast along with it ignoring the Colliders attached to the same Rigidbody2D.

This function, unlike Rigidbody2D.Cast allows you to cast the Rigidbody2D and all its attached Collider2D through the scene but also allows the starting position and angle of the Rigidbody2D to be specified.

This function also uses the specified contactFilter therefore the specific LayerMask of each Collider2D attached to this Rigidbody2D is not used to detect contacts. If this isn't desired then the CastFrom overload without the ContactFilter2D argument should be used.

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.

NOTE: Additionally, this will also detect other Collider(s) overlapping the start position. In this case the cast shape will be starting inside another Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.

Additional resources: Rigidbody2D.Cast and ContactFilter2D.