Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


Cast

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.
Read time 10 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.Physics2DModule

Cast(Vector2, ContactFilter2D, RaycastHit2D[], float, bool)

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.
public int Cast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance, bool ignoreSiblingColliders)

Parameters

direction

Vector representing the direction to cast the shape.

contactFilter

Filter results defined by the contact filter.

Array to receive results.

distance

Maximum distance over which to cast the shape.

ignoreSiblingColliders

Determines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders).

Returns

Type

Description

intThe number of results returned.

Remarks

This function will take the collider shape and cast it 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.
Additionally, this will also detect other Collider(s) at the collider start position if they are overlapping. 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, bool)

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.
public int Cast(Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance = Infinity, bool ignoreSiblingColliders = true)

Parameters

direction

Vector representing the direction to cast the shape.

contactFilter

Filter results defined by the contact filter.

List to receive results.

distance

Maximum distance over which to cast the shape.

ignoreSiblingColliders

Determines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders).

Returns

Type

Description

intThe number of results returned.

Remarks

This function will take the Collider shape and cast it 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 casts are performed frequently.
The
contactFilter
parameter can filter the returned results by the options in ContactFilter2D.
Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated, in which case the returned collision normal 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, bool)

Casts the Collider shape into the Scene starting at the specified position and rotation.
public int Cast(Vector2 position, float angle, Vector2 direction, List<RaycastHit2D> results, float distance = Infinity, bool ignoreSiblingColliders = true)

Parameters

position

The position to start casting the Collider from.

angle

The rotation of the Collider (in degrees)..

direction

Vector representing the direction to cast the Collider.

List to receive results.

distance

Maximum distance over which to cast the Collider.

ignoreSiblingColliders

Determines whether the cast should ignore other Colliders attached to the same Rigidbody2D (known as sibling colliders).

Returns

Type

Description

intThe number of results returned.

Remarks

This function will take the Collider shape and cast it into the Scene starting at the specified
position
and
angle
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 casts are performed frequently.
Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated, in which case the returned collision normal 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.
NOTE: The
position
and
angle
used here represent the position of the Rigidbody2D the Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will be overlapped at the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.

Cast(Vector2, float, Vector2, ContactFilter2D, List<RaycastHit2D>, float, bool)

Casts the Collider shape into the Scene starting at the specified position and rotation.
public int Cast(Vector2 position, float angle, Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance = Infinity, bool ignoreSiblingColliders = true)

Parameters

position

The position to start casting the Collider from.

angle

The rotation of the Collider (in degrees)..

direction

Vector representing the direction to cast the Collider.

contactFilter

Filter results defined by the contact filter.

List to receive results.

distance

Maximum distance over which to cast the Collider.

ignoreSiblingColliders

Determines whether the cast should ignore other Colliders attached to the same Rigidbody2D (known as sibling colliders).

Returns

Type

Description

intThe number of results returned.

Remarks

This function will take the Collider shape and cast it into the Scene starting at the specified
position
and
angle
for an optional
distance
and return the results in the provided
results
list.
The
contactFilter
parameter can filter the returned results by the options in ContactFilter2D.
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 casts are performed frequently.
Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated, in which case the returned collision normal 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.
NOTE: The
position
and
angle
used here represent the position of the Rigidbody2D the Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will be overlapped at the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.

Cast(Vector2, ContactFilter2D, float, bool, Allocator)

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.
public NativeArray<RaycastHit2D> Cast(Vector2 direction, ContactFilter2D contactFilter, float distance = Infinity, bool ignoreSiblingColliders = true, Allocator allocator = Allocator.Temp)

Parameters

direction

Vector representing the direction to cast the Collider.

contactFilter

Filter results defined by the contact filter.

distance

Maximum distance over which to cast the Collider.

ignoreSiblingColliders

Determines whether the cast should ignore other Colliders attached to the same Rigidbody2D (known as sibling colliders).

allocator

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

Returns

Type

Description

NativeArray<RaycastHit2D>The NativeArray that contains the results. This must be disposed of unless it contains no results.

Remarks

This function will take the Collider shape and cast it into the Scene starting at the Collider position in the specified
direction
for an optional
distance
.
The
contactFilter
parameter can filter the returned results by the options in ContactFilter2D.
Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated, in which case the returned collision normal 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, ContactFilter2D, float, bool, Allocator)

Casts the Collider shape into the Scene starting at the specified position and rotation.
public NativeArray<RaycastHit2D> Cast(Vector2 position, float angle, Vector2 direction, ContactFilter2D contactFilter, float distance = Infinity, bool ignoreSiblingColliders = true, Allocator allocator = Allocator.Temp)

Parameters

position

The position to start casting the Collider from.

angle

The rotation of the Collider (in degrees)..

direction

Vector representing the direction to cast the Collider.

contactFilter

Filter results defined by the contact filter.

distance

Maximum distance over which to cast the Collider.

ignoreSiblingColliders

Determines whether the cast should ignore other Colliders attached to the same Rigidbody2D (known as sibling colliders).

allocator

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

Returns

Type

Description

NativeArray<RaycastHit2D>The NativeArray that contains the results. This must be disposed of unless it contains no results.

Remarks

This function will take the Collider shape and cast it into the Scene starting at the specified
position
and
angle
for an optional
distance
.
The
contactFilter
parameter can filter the returned results by the options in ContactFilter2D.
Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated, in which case the returned collision normal 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.
NOTE: The
position
and
angle
used here represent the position of the Rigidbody2D the Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will be overlapped at the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.