CastShapeProxy
Returns the shape(s) that intersect the specified shape proxy as it is cast through the world. 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
CastShapeProxy(ShapeProxy, Vector2, QueryFilter, WorldCastMode, Allocator)
Returns the shape(s) that intersect the specified shape proxy as it is cast through the world. 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> CastShapeProxy(PhysicsShape.ShapeProxy shapeProxy, Vector2 translation, PhysicsQuery.QueryFilter filter, PhysicsQuery.WorldCastMode castMode = WorldCastMode.Closest, Allocator allocator = Allocator.Temp)
Parameters
The shape proxy to use. This must be in world-space.
The translation relative to the shape proxy defining the direction the shape proxy will move through the world.
The filter to control what results are returned.
Controls how many and in what order the results are returned.
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. |
CastShapeProxy(ShapeProxy, Vector2, Vector2, QueryFilter, WorldCastMode, Allocator)
Returns the shape(s) that intersect the specified shape proxy as it is cast through the world. 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> CastShapeProxy(PhysicsShape.ShapeProxy shapeProxy, Vector2 origin, Vector2 translation, PhysicsQuery.QueryFilter filter, PhysicsQuery.WorldCastMode castMode = WorldCastMode.Closest, Allocator allocator = Allocator.Temp)
Parameters
The shape proxy to use. This must be in local-space, relative to .
originThe point, in world space, that the shape proxy is defined relative to. This lets the proxy be authored in a local frame instead of being translated into world space before the cast. It has no effect on , which is a direction.
translationThe translation relative to the shape proxy defining the direction the shape proxy will move through the world.
The filter to control what results are returned.
Controls how many and in what order the results are returned.
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. |