BoxCast
Casts a box against colliders in the PhysicsScene2D, returning the first intersection only.
Read time 8 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.Physics2DModule
BoxCast(Vector2, Vector2, float, Vector2, float, int)
Casts a box against colliders in the PhysicsScene2D, returning the first intersection only.
public RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask = -5)
Parameters
The point in 2D space where the box originates.
The size of the box.
The angle of the box (in degrees).
Vector representing the direction to cast the box.
Maximum distance over which to cast the box.
Filter to detect colliders only on certain layers.
Returns
Type | Description |
|---|---|
| RaycastHit2D | The cast results returned. |
Remarks
A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box 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) and contains both the point and normal of the contact where the box would touch the collider. It also returns the centroid where the box would be positioned for it to contact the collider at that point.
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). Overloads of this method that use contactFilter can filter the results by the options available in ContactFilter2D.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
Additional Resources: PhysicsScene2D, RaycastHit2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.
BoxCast(Vector2, Vector2, float, Vector2, float, ContactFilter2D)
Casts a box against colliders in the PhysicsScene2D, returning the first intersection only.
public RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter)
Parameters
The point in 2D space where the box originates.
The size of the box.
The angle of the box (in degrees).
Vector representing the direction to cast the box.
Maximum distance over which to cast the box.
The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
Returns
Type | Description |
|---|---|
| RaycastHit2D | The cast results returned. |
Remarks
A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box 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) and contains both the point and normal of the contact where the box would touch the collider. It also returns the centroid where the box would be positioned for it to contact the collider at that point.
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). Overloads of this method that use contactFilter can filter the results by the options available in ContactFilter2D.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
Additional Resources: PhysicsScene2D, RaycastHit2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.
BoxCast(Vector2, Vector2, float, Vector2, float, RaycastHit2D[], int)
Casts a box against the colliders in the PhysicsScene2D, returning all intersections.
public int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, RaycastHit2D[] results, int layerMask = -5)
Parameters
The point in 2D space where the box originates.
The size of the box.
The angle of the box (in degrees).
Vector representing the direction to cast the box.
Maximum distance over which to cast the box.
The array to receive results. The size of the array determines the maximum number of results that can be returned.
Filter to detect colliders only on certain layers.
Returns
Type | Description |
|---|---|
| int | Returns the number of results placed in the results array. |
Remarks
A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box can be detected and reported.
This function returns an array of RaycastHit2D object(s) 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) and contains both the point and normal of the contact where the box would touch the collider. It also returns the centroid where the box would be positioned for it to contact the collider at that point.
The integer return value is the number of objects that intersect the box (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. Note that you will always get zero results if you pass an empty array.
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). Overloads of this method that use contactFilter can filter the results by the options available in ContactFilter2D.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
Additional Resources: PhysicsScene2D, RaycastHit2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.
BoxCast(Vector2, Vector2, float, Vector2, float, ContactFilter2D, RaycastHit2D[])
Casts a box against the colliders in the PhysicsScene2D, returning all intersections.
public int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter, RaycastHit2D[] results)
Parameters
The point in 2D space where the box originates.
The size of the box.
The angle of the box (in degrees).
Vector representing the direction to cast the box.
Maximum distance over which to cast the box.
The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
The array to receive results. The size of the array determines the maximum number of results that can be returned.
Returns
Type | Description |
|---|---|
| int | Returns the number of results placed in the results array. |
Remarks
A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box can be detected and reported.
This function returns an array of RaycastHit2D object(s) 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) and contains both the point and normal of the contact where the box would touch the collider. It also returns the centroid where the box would be positioned for it to contact the collider at that point.
The integer return value is the number of objects that intersect the box (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. Note that you will always get zero results if you pass an empty array.
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). Overloads of this method that use contactFilter can filter the results by the options available in ContactFilter2D.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
Additional Resources: PhysicsScene2D, RaycastHit2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.
BoxCast(Vector2, Vector2, float, Vector2, float, ContactFilter2D, List<RaycastHit2D>)
Casts a box against the Colliders in the PhysicsScene2D, returning all intersections.
public int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter, List<RaycastHit2D> results)
Parameters
The point in 2D space where the box originates.
The size of the box.
The angle of the box (in degrees).
Vector representing the direction to cast the box.
Maximum distance over which to cast the box.
The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
The list to receive results.
Returns
Type | Description |
|---|---|
| int | Returns the number of results placed in the results list. |
Remarks
A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box can be detected and reported.
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 .
contactFilterNOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
Additional Resources: PhysicsScene2D and RaycastHit2D.