ray | The 3D ray defining origin and direction to test. |
distance | The maximum distance over which to cast the ray. |
layerMask | The LayerMask filter used to select which layers to detect Colliders for. |
RaycastHit2D The ray intersection result.
Cast a 3D ray against the 2D Colliders in the Scene.
This function acts as a 3D "ray cast" but specifically designed to detect 2D Colliders. It achieved this by projecting the 3D ray into 2D space and then performs the 2D intersection test, ordering the results by the Z direction of the original 3D ray.
ray | The 3D ray defining origin and direction to test. |
distance | The maximum distance over which to cast the ray. |
results | The list to receieve results. |
layerMask | The LayerMask filter used to select which layers to detect Colliders for. |
int The number of RaycastHit2D results returned.
Cast a 3D ray against the 2D Colliders in the Scene.
This function acts as a 3D "ray cast" but specifically designed to detect 2D Colliders. It achieved this by projecting the 3D ray into 2D space and then performs the 2D intersection test, ordering the results by the Z direction of the original 3D ray.
ray | The 3D ray defining origin and direction to test. |
distance | The maximum distance over which to cast the ray. |
results | The array to receive results. The size of the array determines the maximum number of results that can be returned. |
layerMask | The LayerMask filter used to select which layers to detect Colliders for. |
int The number of RaycastHit2D results returned.
Cast a 3D ray against the 2D Colliders in the Scene.
This function acts as a 3D "ray cast" but specifically designed to detect 2D Colliders. It achieved this by projecting the 3D ray into 2D space and then performs the 2D intersection test, ordering the results by the Z direction of the original 3D ray.