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Unity Engine


CircleCast

Casts a circle against colliders in the PhysicsScene2D, returning the first intersection only.
Read time 8 minutesLast updated 4 days ago

Definition

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

CircleCast(Vector2, float, Vector2, float, int)

Casts a circle against colliders in the PhysicsScene2D, returning the first intersection only.
public RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, int layerMask = -5)

Parameters

origin

The point in 2D space where the circle originates.

radius

The radius of the circle.

direction

Vector representing the direction to cast the circle.

distance

Maximum distance over which to cast the circle.

layerMask

The filter used to detect Colliders only on certain layers.

Returns

Type

Description

RaycastHit2DThe cast results returned.

Remarks

A "CircleCast" is conceptually like dragging a circle shape through the Scene in a particular direction. Any Collider2D making contact with the circle can be detected and reported.
This function returns a RaycastHit2D object with a reference to the collider that is hit by the circle (the collider property of the result will be NULL if nothing was hit) and contains both the point and normal of the contact where the circle would touch the collider. It also returns the centroid where the circle would be positioned for it to contact the collider at that point.
The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). Overloads of this method that use
contactFilter
can filter the results by the options available in ContactFilter2D.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.

CircleCast(Vector2, float, Vector2, float, ContactFilter2D)

Casts a circle against colliders in the PhysicsScene2D, returning the first intersection only.
public RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter)

Parameters

origin

The point in 2D space where the circle originates.

radius

The radius of the circle.

direction

Vector representing the direction to cast the circle.

distance

Maximum distance over which to cast the circle.

contactFilter

The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

Returns

Type

Description

RaycastHit2DThe cast results returned.

Remarks

A "CircleCast" is conceptually like dragging a circle shape through the Scene in a particular direction. Any Collider2D making contact with the circle can be detected and reported.
This function returns a RaycastHit2D object with a reference to the collider that is hit by the circle (the collider property of the result will be NULL if nothing was hit) and contains both the point and normal of the contact where the circle would touch the collider. It also returns the centroid where the circle would be positioned for it to contact the collider at that point.
The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). Overloads of this method that use
contactFilter
can filter the results by the options available in ContactFilter2D.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.

CircleCast(Vector2, float, Vector2, float, RaycastHit2D[], int)

Casts a circle against the colliders in the PhysicsScene2D, returning all intersections.
public int CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, RaycastHit2D[] results, int layerMask = -5)

Parameters

origin

The point in 2D space where the circle originates.

radius

The radius of the circle.

direction

Vector representing the direction to cast the circle.

distance

Maximum distance over which to cast the circle.

The array to receive results. The size of the array determines the maximum number of results that can be returned.

layerMask

The filter used to detect Colliders only on certain layers.

Returns

Type

Description

intReturns the number of results placed in the
results
array.

Remarks

A "CircleCast" is conceptually like dragging a circle shape through the Scene in a particular direction. Any Collider2D making contact with the circle can be detected and reported.
This function returns an array of RaycastHit2D object(s) with a reference to the collider that is hit by the circle (the collider property of the result will be NULL if nothing was hit) and contains both the point and normal of the contact where the circle would touch the collider. It also returns the centroid where the circle would be positioned for it to contact the collider at that point.
The integer return value is the number of objects that intersect the circle (possibly zero) but 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. Note that you will always get zero results if you pass an empty array.
The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). Overloads of this method that use
contactFilter
can filter the results by the options available in ContactFilter2D.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.

CircleCast(Vector2, float, Vector2, float, ContactFilter2D, RaycastHit2D[])

Casts a circle against the colliders in the PhysicsScene2D, returning all intersections.
public int CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter, RaycastHit2D[] results)

Parameters

origin

The point in 2D space where the circle originates.

radius

The radius of the circle.

direction

Vector representing the direction to cast the circle.

distance

Maximum distance over which to cast the circle.

contactFilter

The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

The array to receive results. The size of the array determines the maximum number of results that can be returned.

Returns

Type

Description

intReturns the number of results placed in the
results
array.

Remarks

A "CircleCast" is conceptually like dragging a circle shape through the Scene in a particular direction. Any Collider2D making contact with the circle can be detected and reported.
This function returns an array of RaycastHit2D object(s) with a reference to the collider that is hit by the circle (the collider property of the result will be NULL if nothing was hit) and contains both the point and normal of the contact where the circle would touch the collider. It also returns the centroid where the circle would be positioned for it to contact the collider at that point.
The integer return value is the number of objects that intersect the circle (possibly zero) but 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. Note that you will always get zero results if you pass an empty array.
The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). Overloads of this method that use
contactFilter
can filter the results by the options available in ContactFilter2D.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.

CircleCast(Vector2, float, Vector2, float, ContactFilter2D, List<RaycastHit2D>)

Casts a circle against the Colliders in the PhysicsScene2D, returning all intersections.
public int CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter, List<RaycastHit2D> results)

Parameters

origin

The point in 2D space where the circle originates.

radius

The radius of the circle.

direction

Vector representing the direction to cast the circle.

distance

Maximum distance over which to cast the circle.

contactFilter

The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

The list to receive results.

Returns

Type

Description

intReturns the number of results placed in the
results
list.

Remarks

A "CircleCast" is conceptually like dragging a circle shape through the Scene in a particular direction. Any Collider2D making contact with the circle can be detected and reported.
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 the query is performed frequently.
The results can also be filtered by the
contactFilter
.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
Additional Resources: PhysicsScene2D, RaycastHit2D

CircleCast(Vector2, float, Vector2, float, ContactFilter2D, Allocator)

Casts a circle against the Colliders in the PhysicsScene2D, returning all intersections.
public readonly NativeArray<RaycastHit2D> CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter, Allocator allocator = Allocator.Temp)

Parameters

origin

The point in 2D space where the circle originates.

radius

The radius of the circle.

direction

Vector representing the direction to cast the circle.

distance

Maximum distance over which to cast the circle.

contactFilter

The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

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

A "CircleCast" is conceptually like dragging a circle shape through the Scene in a particular direction. Any Collider2D making contact with the circle can be detected and reported.
The results can also be filtered by the
contactFilter
.
NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.
Additional Resources: PhysicsScene2D, RaycastHit2D