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Unity Engine


CapsuleCast

Casts a capsule against colliders in the PhysicsScene2D, returning the first intersection only.
Read time 8 minutesLast updated 11 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.Physics2DModule

CapsuleCast(Vector2, Vector2, CapsuleDirection2D, float, Vector2, float, int)

Casts a capsule against colliders in the PhysicsScene2D, returning the first intersection only.
public RaycastHit2D CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, int layerMask = -5)

Parameters

origin

The point in 2D space where the capsule originates.

The size of the capsule.

capsuleDirection

The direction of the capsule.

angle

The angle of the capsule (in degrees).

direction

Vector representing the direction to cast the capsule.

distance

Maximum distance over which to cast the capsule.

layerMask

The filter used to detect Colliders only on certain layers.

Returns

Type

Description

RaycastHit2DThe cast results returned.

Remarks

A CapsuleCast is conceptually like dragging a capsule shape through the Scene in a particular direction. Any Collider2D making contact with the capsule can be detected and reported.
This function returns a RaycastHit2D object with a reference to the collider that is hit by the capsule (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 capsule would touch the collider. It also returns the centroid where the capsule 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.

CapsuleCast(Vector2, Vector2, CapsuleDirection2D, float, Vector2, float, ContactFilter2D)

Casts a capsule against colliders in the PhysicsScene2D, returning the first intersection only.
public RaycastHit2D CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter)

Parameters

origin

The point in 2D space where the capsule originates.

The size of the capsule.

capsuleDirection

The direction of the capsule.

angle

The angle of the capsule (in degrees).

direction

Vector representing the direction to cast the capsule.

distance

Maximum distance over which to cast the capsule.

contactFilter

The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

Returns

Type

Description

RaycastHit2DThe cast results returned.

Remarks

A CapsuleCast is conceptually like dragging a capsule shape through the Scene in a particular direction. Any Collider2D making contact with the capsule can be detected and reported.
This function returns a RaycastHit2D object with a reference to the collider that is hit by the capsule (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 capsule would touch the collider. It also returns the centroid where the capsule 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.

CapsuleCast(Vector2, Vector2, CapsuleDirection2D, float, Vector2, float, RaycastHit2D[], int)

Casts a capsule against the Colliders in the PhysicsScene2D, returning all intersections.
public int CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, RaycastHit2D[] results, int layerMask = -5)

Parameters

origin

The point in 2D space where the capsule originates.

The size of the capsule.

capsuleDirection

The direction of the capsule.

angle

The angle of the capsule (in degrees).

direction

Vector representing the direction to cast the capsule.

distance

Maximum distance over which to cast the capsule.

The array to receive results. The size of the array determines the maximum number of results that can be returned.

layerMask

The filter used to detect Colliders only on certain layers.

Returns

Type

Description

intReturns the number of results placed in the
results
array.

Remarks

A CapsuleCast is conceptually like dragging a capsule shape through the Scene in a particular direction. Any Collider2D making contact with the capsule 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 capsule (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 capsule would touch the collider. It also returns the centroid where the capsule would be positioned for it to contact the collider at that point.
The integer return value is the number of objects that intersect the capsule (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.

CapsuleCast(Vector2, Vector2, CapsuleDirection2D, float, Vector2, float, ContactFilter2D, RaycastHit2D[])

Casts a capsule against the Colliders in the PhysicsScene2D, returning all intersections.
public int CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter, RaycastHit2D[] results)

Parameters

origin

The point in 2D space where the capsule originates.

The size of the capsule.

capsuleDirection

The direction of the capsule.

angle

The angle of the capsule (in degrees).

direction

Vector representing the direction to cast the capsule.

distance

Maximum distance over which to cast the capsule.

contactFilter

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

intReturns the number of results placed in the
results
array.

Remarks

A CapsuleCast is conceptually like dragging a capsule shape through the Scene in a particular direction. Any Collider2D making contact with the capsule 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 capsule (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 capsule would touch the collider. It also returns the centroid where the capsule would be positioned for it to contact the collider at that point.
The integer return value is the number of objects that intersect the capsule (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.

CapsuleCast(Vector2, Vector2, CapsuleDirection2D, float, Vector2, float, ContactFilter2D, List<RaycastHit2D>)

Casts a capsule against the Colliders in the PhysicsScene2D, returning all intersections.
public int CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter, List<RaycastHit2D> results)

Parameters

origin

The point in 2D space where the capsule originates.

The size of the capsule.

capsuleDirection

The direction of the capsule.

angle

The angle of the capsule (in degrees).

direction

Vector representing the direction to cast the capsule.

distance

Maximum distance over which to cast the capsule.

contactFilter

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

intReturns the number of results placed in the
results
list.

Remarks

A CapsuleCast is conceptually like dragging a capsule shape through the Scene in a particular direction. Any Collider making contact with the capsule can be detected and reported.
The integer return value is the number of objects that intersect the capsule (possibly zero) but the results array will not 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
.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
Additional Resources: PhysicsScene2D and RaycastHit2D.