# Cast

> Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

## Cast(Vector2, RaycastHit2D\[], float, bool)

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

```csharp
public int Cast(Vector2 direction, RaycastHit2D[] results, float distance, bool ignoreSiblingColliders)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): Vector representing the direction to cast the shape.**** (\[RaycastHit2D\[]]\(/engine/6000.0/script-reference/unityengine/raycasthit2d)): Array to receive results.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Maximum distance over which to cast the shape.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Determines whether the cast should ignore Colliders attached to the same [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) (known as sibling Colliders).

### Returns

| Type                                                       | Description                     |
| ---------------------------------------------------------- | ------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | The number of results returned. |

### Remarks

This function will take the collider shape and cast it into the Scene starting at the collider position in the specified direction for an optional distance and return the results in the provided results array.  The integer return value is the number of results written into the results array.  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 casts are performed frequently.

Additionally, this will also detect other Collider(s) at the collider start position if they are overlapping.  In this case the cast shape will be starting inside the Collider and may not intersect the Collider surface.  This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction vector being tested.

**NOTE:** All results are sorted into ascending distance order i.e. the first result is the closest.

**Note:** Use of [Collider2D.Cast()](/engine/6000.0/script-reference/unityengine/collider2d/cast.md) requires the use of [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md).  If no [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) is declared [Collider2D.Cast](/engine/6000.0/script-reference/unityengine/collider2d/cast.md)() does not work.  However a [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) can be static and attached to the [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md). This will make the [Collider2D.Cast](/engine/6000.0/script-reference/unityengine/collider2d/cast.md)() work as expected. Also, if the [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) object has no [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) object then it can collide with objects which have both [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) and [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) objects.

## Cast(Vector2, ContactFilter2D, RaycastHit2D\[], float, bool)

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

```csharp
public int Cast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance, bool ignoreSiblingColliders)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): Vector representing the direction to cast the shape.**** (\[ContactFilter2D]\(/engine/6000.0/script-reference/unityengine/contactfilter2d)): Filter results defined by the contact filter.**** (\[RaycastHit2D\[]]\(/engine/6000.0/script-reference/unityengine/raycasthit2d)): Array to receive results.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Maximum distance over which to cast the shape.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Determines whether the cast should ignore Colliders attached to the same [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) (known as sibling Colliders).

### Returns

| Type                                                       | Description                     |
| ---------------------------------------------------------- | ------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | The number of results returned. |

### Remarks

This function will take the collider shape and cast it into the Scene starting at the collider position in the specified direction for an optional distance and return the results in the provided results array.  The integer return value is the number of results written into the results array.  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 casts are performed frequently.

The contactFilter parameter can filter the returned results by the options in [ContactFilter2D](/engine/6000.0/script-reference/unityengine/contactfilter2d.md).

Additionally, this will also detect other Collider(s) at the collider start position if they are overlapping.  In this case the cast shape will be starting inside the Collider and may not intersect the Collider surface.  This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the `direction` vector being tested.

**NOTE:** All results are sorted into ascending distance order i.e. the first result is the closest.

## Cast(Vector2, List\<RaycastHit2D>, float, bool)

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

```csharp
public int Cast(Vector2 direction, List<RaycastHit2D> results, float distance = Infinity, bool ignoreSiblingColliders = true)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): Vector representing the direction to cast the shape.**** (\[List\<RaycastHit2D>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.list-1)): List to receive results.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Maximum distance over which to cast the shape.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Determines whether the cast should ignore Colliders attached to the same [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) (known as sibling Colliders).

### Returns

| Type                                                       | Description                     |
| ---------------------------------------------------------- | ------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | The number of results returned. |

### Remarks

This function will take the Collider shape and cast it into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results list. 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 casts are performed frequently.

Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not 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 `direction` vector being tested.

**NOTE:** All results are sorted into ascending distance order i.e. the first result is the closest.

## Cast(Vector2, ContactFilter2D, List\<RaycastHit2D>, float, bool)

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

```csharp
public int Cast(Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance = Infinity, bool ignoreSiblingColliders = true)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): Vector representing the direction to cast the shape.**** (\[ContactFilter2D]\(/engine/6000.0/script-reference/unityengine/contactfilter2d)): Filter results defined by the contact filter.**** (\[List\<RaycastHit2D>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.list-1)): List to receive results.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Maximum distance over which to cast the shape.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Determines whether the cast should ignore Colliders attached to the same [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) (known as sibling Colliders).

### Returns

| Type                                                       | Description                     |
| ---------------------------------------------------------- | ------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | The number of results returned. |

### Remarks

This function will take the Collider shape and cast it into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results list. 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 casts are performed frequently.

The contactFilter parameter can filter the returned results by the options in [ContactFilter2D](/engine/6000.0/script-reference/unityengine/contactfilter2d.md).

Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not 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 `direction` vector being tested.

**NOTE:** All results are sorted into ascending distance order i.e. the first result is the closest.

## Cast(Vector2, float, Vector2, List\<RaycastHit2D>, float, bool)

Casts the Collider shape into the Scene starting at the specified position and rotation.

```csharp
public int Cast(Vector2 position, float angle, Vector2 direction, List<RaycastHit2D> results, float distance = Infinity, bool ignoreSiblingColliders = true)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): The position to start casting the Collider from.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The rotation of the Collider.**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): Vector representing the direction to cast the Collider.**** (\[List\<RaycastHit2D>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.list-1)): List to receive results.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Maximum distance over which to cast the Collider.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Determines whether the cast should ignore other Colliders attached to the same [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) (known as sibling colliders).

### Returns

| Type                                                       | Description                     |
| ---------------------------------------------------------- | ------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | The number of results returned. |

### Remarks

This function will take the Collider shape and cast it into the Scene starting at the specified position and angle for an optional distance and return the results in the provided results list.

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 casts are performed frequently.

Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not 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 direction vector being tested.

**NOTE:** All results are sorted into ascending distance order i.e. the first result is the closest.

**NOTE**: The `position` and `angle` used here represent the position of the [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) the [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) is attached to. If the [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) is offset from the center of mass then the [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) will be overlapped at the same offset. This can be confusing so it is recommened that only [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) that align with the center of mass are used. If not then you must take this into account. If the [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) is not attached to a [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md), this call cannot be used and will result in a warning.

## Cast(Vector2, float, Vector2, ContactFilter2D, List\<RaycastHit2D>, float, bool)

Casts the Collider shape into the Scene starting at the specified position and rotation.

```csharp
public int Cast(Vector2 position, float angle, Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance = Infinity, bool ignoreSiblingColliders = true)
```

### Parameters

**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): The position to start casting the Collider from.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The rotation of the Collider.**** (\[Vector2]\(/engine/6000.0/script-reference/unityengine/vector2)): Vector representing the direction to cast the Collider.**** (\[ContactFilter2D]\(/engine/6000.0/script-reference/unityengine/contactfilter2d)): Filter results defined by the contact filter.**** (\[List\<RaycastHit2D>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.list-1)): List to receive results.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Maximum distance over which to cast the Collider.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Determines whether the cast should ignore other Colliders attached to the same [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) (known as sibling colliders).

### Returns

| Type                                                       | Description                     |
| ---------------------------------------------------------- | ------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | The number of results returned. |

### Remarks

This function will take the Collider shape and cast it into the Scene starting at the specified position and angle for an optional distance and return the results in the provided results list.

The contactFilter parameter can filter the returned results by the options in [ContactFilter2D](/engine/6000.0/script-reference/unityengine/contactfilter2d.md).

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 casts are performed frequently.

Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not 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 direction vector being tested.

**NOTE:** All results are sorted into ascending distance order i.e. the first result is the closest.

**NOTE**: The `position` and `angle` used here represent the position of the [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md) the [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) is attached to. If the [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) is offset from the center of mass then the [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) will be overlapped at the same offset. This can be confusing so it is recommened that only [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) that align with the center of mass are used. If not then you must take this into account. If the [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) is not attached to a [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md), this call cannot be used and will result in a warning.
