Version: 2022.3
  • C#


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public static int GetRayIntersectionNonAlloc(Ray ray, RaycastHit2D[] results, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);


ray The 3D ray defining origin and direction to test.
distance The maximum distance over which to cast the ray.
layerMask Filter to detect Colliders only on certain layers.
results Array to receive results.


int The number of results returned.


Cast a 3D ray against the Colliders in the Scene returning the Colliders along the ray. Note: This method will be deprecated in a future build and it is recommended to use GetRayIntersection instead.

This is useful for finding Colliders intersecting an arbitrary 3D ray.

This function is similar to the GetRayIntersectionAll function except that the results are returned in the supplied array. The integer return value is the number of objects that intersect the ray (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 such calls are performed frequently. The Colliders will be placed in the returned array in order of distance from the start of the ray.

Additionally this function is a 3D intersection test therefore any collision normals returned in the RaycastHit2D will be zero.