public static int RaycastNonAlloc (Vector2 origin, Vector2 direction, RaycastHit2D[] results, float distance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);

Parámetros

minDepthOnly include objects with a Z coordinate (depth) greater than or equal to this value.
maxDepthOnly include objects with a Z coordinate (depth) less than or equal to this value.
originThe point in 2D space where the ray originates.
directionA vector representing the direction of the ray.
resultsArreglo para recibir resultados.
distanceThe maximum distance over which to cast the ray.
layerMaskFiltro para revisar objetos solamente en capas especificas.

Valor de retorno

int Returns the number of results placed in the results array.

Descripción

Casts a ray into the Scene. Note: This method will be deprecated in a future build and it is recommended to use Raycast instead.

This function is similar to the RaycastAll function except that the results are returned in the supplied array. The integer return value is the number of objects that intersect the line (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 raycasts are performed frequently.

Additionally, this will also detect Collider(s) at the start of the ray. In this case, the ray starts inside the Collider and doesn't intersect the Collider surface. This means that the collision normal cannot be calculated, in which case the returned collision normal is set to the inverse of the ray vector being tested. This can easily be detected because such results are always at a RaycastHit2D fraction of zero.

See Also: LayerMask class, RaycastHit2D class, Raycast, Linecast, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.