origin | The point in 2D space where the circle originates. |
radius | The radius of the circle. |
direction | A vector representing the direction of the circle. |
distance | The maximum distance over which to cast the circle. |
layerMask | Filter to detect Colliders only on certain layers. |
minDepth | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | Only include objects with a Z coordinate (depth) less than or equal to this value. |
RaycastHit2D The cast results returned.
Casts a circle against Colliders in the Scene, returning the first Collider to contact with it.
A CircleCast is conceptually like dragging a circle through the Scene in a particular direction. Any object making contact with the circle can be detected and reported.
This function returns a RaycastHit2D object with a reference to the Collider that is hit by the box (the Collider property of the result will be NULL if nothing was hit). 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 circle would touch the Collider. It also returns the centroid where the circle would be positioned for it to contact at that point.
Additional resources: LayerMask class, RaycastHit2D class, :CircleCastAll, CircleCastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.
origin | The point in 2D space where the circle originates. |
radius | The radius of the circle. |
direction | A vector representing the direction of the circle. |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
results | The array to receive results. The size of the array determines the maximum number of results that can be returned. |
distance | The maximum distance over which to cast the circle. |
int
Returns the number of results placed in the results
array.
Casts a circle against Colliders in the Scene, returning all Colliders that contact with it.
This function returns the number of contacts found and places those contacts in the results
array. The results can also be filtered by the contactFilter
.
Additional resources: ContactFilter2D and RaycastHit2D.
origin | The point in 2D space where the circle originates. |
radius | The radius of the circle. |
direction | A vector representing the direction of the circle. |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
results | The list to receive results. |
distance | The maximum distance over which to cast the circle. |
int
Returns the number of results placed in the results
list.
Casts a circle against Colliders in the Scene, returning all Colliders that contact with it.
The integer return value is the number of results written into the results
list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
The results can also be filtered by the contactFilter
.
Additional resources: ContactFilter2D and RaycastHit2D.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.