minDepth | この値以上の Z 座標(深度)を持つオブジェクトのみを含みます。 |
maxDepth | この値以下の Z 座標(深度)を持つオブジェクトのみを含みます。 |
origin | 2D 空間上のレイの原点 |
direction | A vector representing the direction of the ray. |
results | 結果を受け取る配列 |
distance | The maximum distance over which to cast the ray. |
layerMask | 特定レイヤーのオブジェクトのみを判定するフィルター |
int
Returns the number of results placed in the results
array.
Casts a ray into the Scene. Note: This method will be deprecated in a future build and it is recommended to use Raycast instead.
RaycastAll 関数に似ていますが、結果は引数の配列に返されるところが異なります。integer の戻り値はレイがヒットするオブジェクト数( 0 もありえます)ですが、もし返された要素をすべて格納できない場合にリサイズはされません。重要なことは、この結果からメモリ割り当てが行なわれないために、Raycast が頻繁に実行された場合もガベージコレクションのパフォーマンスが改善されます。
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.
関連項目: LayerMask クラス、RaycastHit2D クラス、Raycast、Linecast、DefaultRaycastLayers、IgnoreRaycastLayer、raycastsHitTriggers.
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