# DrawQueryCastShape(PhysicsShape, Vector2, Color, float, DrawFillOptions, bool)

> Draw the PhysicsWorld.CastShape query input.

## Definition

* **Type:** Method
* **Namespace:** [Unity.U2D.Physics](/engine/6000.7/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

```csharp
public void DrawQueryCastShape(PhysicsShape shape, Vector2 translation, Color color, float lifetime = 0, PhysicsWorld.DrawFillOptions drawFillOptions = DrawFillOptions.Outline, bool drawEnd = true)
```

### Parameters

**** (\[PhysicsShape]\(/engine/6000.7/script-reference/unity/u2d/physics/physicsshape)): The shape used to cast through the world.**** (\[Vector2]\(/engine/6000.7/script-reference/unityengine/vector2)): The translation relative to the shape pose defining the direction the geometry will move through the world.**** (\[Color]\(/engine/6000.7/script-reference/unityengine/color)): The color to draw with.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): How long the element should be drawn for, in seconds. The default is zero indicating that it should only be drawn once. Lifetime is only used when the world is playing.**** (\[DrawFillOptions]\(/engine/6000.7/script-reference/unity/u2d/physics/physicsworld/drawfilloptions)): Controls what aspects of the primitive is drawn.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Whether to draw the shape at the end of the translation or not.
