Version: 2017.3


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public static RaycastHit2D[] CapsuleCastAll (Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);


origin The point in 2D space where the capsule originates.
size The size of the capsule.
capsuleDirection La dirección de la cápsula.
angle The angle of the capsule (in degrees).
direction Vector representing the direction to cast the capsule.
distance Maximum distance over which to cast the capsule.
layerMask Filter to detect Colliders only on certain layers.
minDepth Solamente incluye objetos con una coordenada Z (profundidad) mayor que este valor.
maxDepth Solamente incluye objetos con una coordenada Z (profundidad) menor que este valor.

Valor de retorno

RaycastHit2D[] The cast results returned.


Casts a capsule against colliders in the scene, returning all colliders that contact with it.

A CapsuleCast is conceptually like dragging a capsule through the scene in a particular direction. Any object making contact with the capsule can be detected and reported.

This function is similar to the CapsuleCast function but instead of detecting just the first collider that is hit, an array of all colliders along the path of the capsule is returned. The colliders in the array are sorted in order of distance from the origin point. The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example).

The returned RaycastHit2D returns both the point and normal of the contact where the capsule would touch the collider. It also returns the centroid where the capsule would be positioned for it to contact at that point.

See Also: ContactFilter2D, LayerMask class, RaycastHit2D class, CapsuleCast, CapsuleCastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.