# CastShapes(CastShapePairInput)

> Cast two shape proxies against each other. Initially touching shapes are treated as a miss. You should check for overlap first if initial overlap is required.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.LowLevelPhysics2D](/engine/6000.3/script-reference/unityengine/lowlevelphysics2d.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public static PhysicsQuery.CastResult CastShapes(PhysicsQuery.CastShapePairInput castShapePairInput)
```

### Parameters

**** (\[CastShapePairInput]\(/engine/6000.3/script-reference/unityengine/lowlevelphysics2d/physicsquery/castshapepairinput)): The input describing the shape proxies and how they should move.

### Returns

| Type                                                                                                   | Description      |
| ------------------------------------------------------------------------------------------------------ | ---------------- |
| [CastResult](/engine/6000.3/script-reference/unityengine/lowlevelphysics2d/physicsquery/castresult.md) | The cast result. |
