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CastShape

Returns the shape(s) that intersect the specified shape as it is cast through the world. The selected shape is excluded from any results and must be in this world otherwise a warning will be produced. Neither PhysicsShape.ShapeType.Segment or PhysicsShape.ShapeType.ChainSegment shape types are supported. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator.
Read time 3 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: Unity.U2D.Physics
  • Assembly: UnityEngine.PhysicsCore2DModule

CastShape(PhysicsShape, Vector2, QueryFilter, WorldCastMode, Allocator)

Returns the shape(s) that intersect the specified shape as it is cast through the world. The selected shape is excluded from any results and must be in this world otherwise a warning will be produced. Neither PhysicsShape.ShapeType.Segment or PhysicsShape.ShapeType.ChainSegment shape types are supported. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator.
public NativeArray<PhysicsQuery.WorldCastResult> CastShape(PhysicsShape shape, Vector2 translation, PhysicsQuery.QueryFilter filter, PhysicsQuery.WorldCastMode castMode = WorldCastMode.Closest, Allocator allocator = Allocator.Temp)

Parameters

The shape used to cast through the world.

translation

The translation relative to the shape pose defining the direction the shape geometry will move through the world.

The filter to control what results are returned.

Controls how many and in what order the results are returned.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<WorldCastResult>The query cast results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.

CastShape(PhysicsShape, Vector2, Vector2, QueryFilter, WorldCastMode, Allocator)

Returns the shape(s) that intersect the specified shape as it is cast through the world. The selected shape is excluded from any results and must be in this world otherwise a warning will be produced. Neither PhysicsShape.ShapeType.Segment or PhysicsShape.ShapeType.ChainSegment shape types are supported. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator.
public NativeArray<PhysicsQuery.WorldCastResult> CastShape(PhysicsShape shape, Vector2 origin, Vector2 translation, PhysicsQuery.QueryFilter filter, PhysicsQuery.WorldCastMode castMode = WorldCastMode.Closest, Allocator allocator = Allocator.Temp)

Parameters

The shape used to cast through the world.

origin

The point, in world space, the shape's local geometry is cast from. The shape's body is not moved and its position is not used, so the same shape can be cast from anywhere. It has no effect on
translation
, which is a direction.

translation

The translation relative to the shape pose defining the direction the shape geometry will move through the world.

The filter to control what results are returned.

Controls how many and in what order the results are returned.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<WorldCastResult>The query cast results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.