# Cast

> All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.

## Definition

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

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

All the [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shapes attached to the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md).

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

### Parameters

**** (\[Vector2]\(/engine/6000.3/script-reference/unityengine/vector2)): Vector representing the direction to cast each [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shape.**** (\[RaycastHit2D\[]]\(/engine/6000.3/script-reference/unityengine/raycasthit2d)): Array to receive results.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Maximum distance over which to cast the Collider(s).

### Returns

| Type                                                       | Description                                                  |
| ---------------------------------------------------------- | ------------------------------------------------------------ |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | Returns the number of results placed in the `results` array. |

### Remarks

This function will take all the [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shapes attached to the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) and cast them 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) overlapping the collider start position.  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)

All the [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shapes attached to the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md).

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

### Parameters

**** (\[Vector2]\(/engine/6000.3/script-reference/unityengine/vector2)): Vector representing the direction to cast each [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) 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 Collider(s).

### Returns

| Type                                                       | Description                                                 |
| ---------------------------------------------------------- | ----------------------------------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | Returns the number of results placed in the `results` list. |

### Remarks

This function will take all the [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shapes attached to the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) and cast them 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 the query is performed frequently.

Additionally, this will also detect other Collider(s) overlapping the collider start position.  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, ContactFilter2D, RaycastHit2D\[], float)

All the [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shapes attached to the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md).

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

### Parameters

**** (\[Vector2]\(/engine/6000.3/script-reference/unityengine/vector2)): Vector representing the direction to cast each [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shape.**** (\[ContactFilter2D]\(/engine/6000.3/script-reference/unityengine/contactfilter2d)): Filter results defined by the contact filter.**** (\[RaycastHit2D\[]]\(/engine/6000.3/script-reference/unityengine/raycasthit2d)): Array to receive results.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Maximum distance over which to cast the Collider(s).

### Returns

| Type                                                       | Description                                                  |
| ---------------------------------------------------------- | ------------------------------------------------------------ |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | Returns the number of results placed in the `results` array. |

### Remarks

This function will take all the [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shapes attached to the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) and cast them 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/6000.3/script-reference/unityengine/contactfilter2d.md).

Additionally, this will also detect other Collider(s) overlapping the collider start position.  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, ContactFilter2D, List\<RaycastHit2D>, float)

All the [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shapes attached to the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md).

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

### Parameters

**** (\[Vector2]\(/engine/6000.3/script-reference/unityengine/vector2)): Vector representing the direction to cast each [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shape.**** (\[ContactFilter2D]\(/engine/6000.3/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(s).

### Returns

| Type                                                       | Description                                                 |
| ---------------------------------------------------------- | ----------------------------------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | Returns the number of results placed in the `results` list. |

### Remarks

This function will take all the [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shapes attached to the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) and cast them 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 the query is performed frequently.

The `contactFilter` parameter can filter the returned results by the options in [ContactFilter2D](/engine/6000.3/script-reference/unityengine/contactfilter2d.md).

Additionally, this will also detect other Collider(s) overlapping the collider start position.  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, float, Vector2, List\<RaycastHit2D>, float)

The [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) is cast into the Scene starting at the specified position and rotation. All the [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shapes attached to the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) are cast along with it ignoring the Colliders attached to the same [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md).

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

### Parameters

**** (\[Vector2]\(/engine/6000.3/script-reference/unityengine/vector2)): The position to start casting the rigidbody from.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The rotation of the rigidbody.**** (\[Vector2]\(/engine/6000.3/script-reference/unityengine/vector2)): Vector representing the direction to cast each [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) 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 Collider(s).

### Returns

| Type                                                       | Description                                                 |
| ---------------------------------------------------------- | ----------------------------------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | Returns the number of results placed in the `results` list. |

### Remarks

This function, unlike [Rigidbody2D.Cast](/engine/6000.3/script-reference/unityengine/rigidbody2d/cast.md) allows you to cast the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) and all its attached [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) through the scene but also allows the starting `position` and `angle` of the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) to be specified.

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.

**NOTE**: Additionally, this will also detect other Collider(s) overlapping the start position. In this case the cast shape will be starting inside another 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.

Additional Resources: [Rigidbody2D.Cast](/engine/6000.3/script-reference/unityengine/rigidbody2d/cast.md) and [ContactFilter2D](/engine/6000.3/script-reference/unityengine/contactfilter2d.md).

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

The [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) is cast into the Scene starting at the specified position and rotation. All the [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shapes attached to the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) are cast along with it ignoring the Colliders attached to the same [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md).

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

### Parameters

**** (\[Vector2]\(/engine/6000.3/script-reference/unityengine/vector2)): The position to start casting the rigidbody from.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The rotation of the rigidbody.**** (\[Vector2]\(/engine/6000.3/script-reference/unityengine/vector2)): Vector representing the direction to cast each [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) shape.**** (\[ContactFilter2D]\(/engine/6000.3/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(s).

### Returns

| Type                                                       | Description                                                 |
| ---------------------------------------------------------- | ----------------------------------------------------------- |
| [int](https://learn.microsoft.com/dotnet/api/system.int32) | Returns the number of results placed in the `results` list. |

### Remarks

This function, unlike [Rigidbody2D.Cast](/engine/6000.3/script-reference/unityengine/rigidbody2d/cast.md) allows you to cast the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) and all its attached [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) through the scene but also allows the starting `position` and `angle` of the [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) to be specified.

This function also uses the specified `contactFilter` therefore the specific [LayerMask](/engine/6000.3/script-reference/unityengine/layermask.md) of each [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) attached to this [Rigidbody2D](/engine/6000.3/script-reference/unityengine/rigidbody2d.md) is not used to detect contacts. If this isn't desired then the CastFrom overload without the [ContactFilter2D](/engine/6000.3/script-reference/unityengine/contactfilter2d.md) argument should be used.

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.

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

**NOTE**: Additionally, this will also detect other Collider(s) overlapping the start position. In this case the cast shape will be starting inside another 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.

Additional Resources: [Rigidbody2D.Cast](/engine/6000.3/script-reference/unityengine/rigidbody2d/cast.md) and [ContactFilter2D](/engine/6000.3/script-reference/unityengine/contactfilter2d.md).
