Version: Unity 6.3 Beta (6000.3)
LanguageEnglish
  • C#

PhysicsWorld.CastShapeProxy

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Declaration

public NativeArray<WorldCastResult> CastShapeProxy(LowLevelPhysics2D.PhysicsShape.ShapeProxy shapeProxy, Vector2 translation, LowLevelPhysics2D.PhysicsQuery.QueryFilter filter, LowLevelPhysics2D.PhysicsQuery.WorldCastMode castMode, Unity.Collections.Allocator allocator);

Parameters

Parameter Description
shapeProxy The shape proxy to use. This must be in world-space.
translation The translation relative to the shape proxy defining the direction the shape peoxy will move through the world.
filter The filter to control what results are returned.
castMode Controls how many and in what order the results are returned.
allocator The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

NativeArray<WorldCastResult> The query cast results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.

Description

Returns the shape(s) that intersect the specified Circle geometry as it is cast through the world. See QueryFilter, WorldCastMode, WorldCastResult and Allocator.