Version: 2021.3
  • C#


Suggest a change


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.


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.



public Vector2 centroid;


The centroid of the primitive used to perform the cast.

When the RaycastHit2D is returned from line or ray casting, the centroid is identical to the return point property. However when using cast methods that use a geometry shape (as opposed to a simple point) such as circle or box casting, the centroid is the center of the respective shape when it is in contact with the returned point.

The centroid is useful in determining the position the cast shape should be for it to collider at the contact point. Note that the point takes into account any rotation specified for the shape when it was cast.

using UnityEngine;

public class Example : MonoBehaviour { // A stationary planet public GameObject planet; // The satellite is moving around the planet public GameObject satellite;

void Update() { RaycastHit2D hit = Physics2D.CircleCast(satellite.transform.position, 10.0f, planet.transform.position);

if (hit.collider != null) { // Draws a line from the planet to the centre of the satellite that was hit as the satellite moves Debug.DrawLine(planet.transform.position, hit.centroid, Color.yellow); } } }