PhysicsScene2D.GetRayIntersection

Declaration

public RaycastHit2D GetRayIntersection(Ray ray, float distance, int layerMask = Physics2D.DefaultRaycastLayers);

Parameters

ray The 3D ray defining origin and direction to test.
distance The maximum distance over which to cast the ray.
layerMask The LayerMask filter used to select which layers to detect Colliders for.

Returns

RaycastHit2D The ray intersection result.

Description

Cast a 3D ray against the 2D Colliders in the Scene.

This function acts as a 3D "ray cast" but specifically designed to detect 2D Colliders. It achieved this by projecting the 3D ray into 2D space and then performs the 2D intersection test, ordering the results by the Z direction of the original 3D ray.


Declaration

public int GetRayIntersection(Ray ray, float distance, List<RaycastHit2D> results, int layerMask = Physics2D.DefaultRaycastLayers);

Parameters

ray The 3D ray defining origin and direction to test.
distance The maximum distance over which to cast the ray.
results The list to receieve results.
layerMask The LayerMask filter used to select which layers to detect Colliders for.

Returns

int The number of RaycastHit2D results returned.

Description

Cast a 3D ray against the 2D Colliders in the Scene.

This function acts as a 3D "ray cast" but specifically designed to detect 2D Colliders. It achieved this by projecting the 3D ray into 2D space and then performs the 2D intersection test, ordering the results by the Z direction of the original 3D ray.


Declaration

public int GetRayIntersection(Ray ray, float distance, RaycastHit2D[] results, int layerMask = Physics2D.DefaultRaycastLayers);

Parameters

ray The 3D ray defining origin and direction to test.
distance The maximum distance over which to cast the ray.
results The array to receive results. The size of the array determines the maximum number of results that can be returned.
layerMask The LayerMask filter used to select which layers to detect Colliders for.

Returns

int The number of RaycastHit2D results returned.

Description

Cast a 3D ray against the 2D Colliders in the Scene.

This function acts as a 3D "ray cast" but specifically designed to detect 2D Colliders. It achieved this by projecting the 3D ray into 2D space and then performs the 2D intersection test, ordering the results by the Z direction of the original 3D ray.


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