# 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:** [Unity.U2D.Physics](/engine/6000.5/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

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

### Parameters

**** (\[CastShapePairInput]\(/engine/6000.5/script-reference/unity/u2d/physics/physicsquery/castshapepairinput)): The input describing the shape proxies and how they should move.

### Returns

| Type                                                                                       | Description      |
| ------------------------------------------------------------------------------------------ | ---------------- |
| [CastResult](/engine/6000.5/script-reference/unity/u2d/physics/physicsquery/castresult.md) | The cast result. |
