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
Vector representing the direction to cast the shape.
Filter results defined by the contact filter.
Array to receive results.
Maximum distance over which to cast the shape.
Determines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders).
Returns
Type | Description |
|---|---|
| int | The 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 for an optional and return the results in the provided array. The integer return value is the number of results written into the 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.
directiondistanceresultsresultsThe parameter can filter the returned results by the options in ContactFilter2D.
contactFilterAdditionally, 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 vector being tested.
directionNOTE: 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
Vector representing the direction to cast the shape.
Filter results defined by the contact filter.
List to receive results.
Maximum distance over which to cast the shape.
Determines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders).
Returns
Type | Description |
|---|---|
| int | The 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 for an optional and return the results in the provided list. The integer return value is the number of results written into the 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 list does not need to be resized, and improves garbage collection performance when casts are performed frequently.
directiondistanceresultsresultsresultsThe parameter can filter the returned results by the options in ContactFilter2D.
contactFilterAdditionally, 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 vector being tested.
directionNOTE: 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
The position to start casting the Collider from.
The rotation of the Collider (in degrees)..
Vector representing the direction to cast the Collider.
List to receive results.
Maximum distance over which to cast the Collider.
Determines whether the cast should ignore other Colliders attached to the same Rigidbody2D (known as sibling colliders).
Returns
Type | Description |
|---|---|
| int | The number of results returned. |
Remarks
This function will take the Collider shape and cast it into the Scene starting at the specified and for an optional and return the results in the provided list.
positionangledistanceresultsThe integer return value is the number of results written into the 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 list does not need to be resized, and improves garbage collection performance when casts are performed frequently.
resultsresultsAdditionally, 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 vector being tested.
directionNOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
NOTE: The and 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.
positionangleCast(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
The position to start casting the Collider from.
The rotation of the Collider (in degrees)..
Vector representing the direction to cast the Collider.
Filter results defined by the contact filter.
List to receive results.
Maximum distance over which to cast the Collider.
Determines whether the cast should ignore other Colliders attached to the same Rigidbody2D (known as sibling colliders).
Returns
Type | Description |
|---|---|
| int | The number of results returned. |
Remarks
This function will take the Collider shape and cast it into the Scene starting at the specified and for an optional and return the results in the provided list.
positionangledistanceresultsThe parameter can filter the returned results by the options in ContactFilter2D.
contactFilterThe integer return value is the number of results written into the 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 list does not need to be resized, and improves garbage collection performance when casts are performed frequently.
resultsresultsAdditionally, 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 vector being tested.
directionNOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
NOTE: The and 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.
positionangleCast(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
Vector representing the direction to cast the Collider.
Filter results defined by the contact filter.
Maximum distance over which to cast the Collider.
Determines whether the cast should ignore other Colliders attached to the same Rigidbody2D (known as sibling colliders).
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 for an optional .
directiondistanceThe parameter can filter the returned results by the options in ContactFilter2D.
contactFilterAdditionally, 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 vector being tested.
directionNOTE: 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
The position to start casting the Collider from.
The rotation of the Collider (in degrees)..
Vector representing the direction to cast the Collider.
Filter results defined by the contact filter.
Maximum distance over which to cast the Collider.
Determines whether the cast should ignore other Colliders attached to the same Rigidbody2D (known as sibling colliders).
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 and for an optional .
positionangledistanceThe parameter can filter the returned results by the options in ContactFilter2D.
contactFilterAdditionally, 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 vector being tested.
directionNOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
NOTE: The and 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.
positionangle