Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

Collider2D.Cast

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public int Cast(Vector2 direction, List<RaycastHit2D> results, float distance = Mathf.Infinity, bool ignoreSiblingColliders = true);

Parameters

direction Vector representing the direction to cast the shape.
results 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

int The number of results returned.

Description

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

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.

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.


Declaration

public int Cast(Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance = Mathf.Infinity, bool ignoreSiblingColliders = true);

Parameters

direction Vector representing the direction to cast the shape.
contactFilter Filter results defined by the contact filter.
results 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

int The number of results returned.

Description

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

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.


Declaration

public int Cast(Vector2 direction, RaycastHit2D[] results, float distance = Mathf.Infinity, bool ignoreSiblingColliders = true);

Parameters

direction Vector representing the direction to cast the shape.
results 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

int The number of results returned.

Description

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

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.

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: Use of Collider2D.Cast() requires the use of Rigidbody2D. If no Rigidbody2D is declared Cast() does not work. However a Rigidbody2D can be static and attached to the Collider2D. This will make the Cast() work as expected. Also, if the Collider2D object has no Rigidbody2D object then it can collide with objects which have both Collider2D and Rigidbody2D objects.


Declaration

public int Cast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance = Mathf.Infinity, bool ignoreSiblingColliders = true);

Parameters

direction Vector representing the direction to cast the shape.
contactFilter Filter results defined by the contact filter.
results 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

int The number of results returned.

Description

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

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.


Declaration

public int Cast(Vector2 position, float angle, Vector2 direction, List<RaycastHit2D> results, float distance = Mathf.Infinity, bool ignoreSiblingColliders = true);

Parameters

position The position to start casting the Collider from.
angle The rotation of the Collider.
direction Vector representing the direction to cast the Collider.
results 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

int The number of results returned.

Description

Casts the Collider shape into the Scene starting at the specified position and rotation.

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: 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.


Declaration

public int Cast(Vector2 position, float angle, Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance = Mathf.Infinity, bool ignoreSiblingColliders = true);

Parameters

position The position to start casting the Collider from.
angle The rotation of the Collider.
direction Vector representing the direction to cast the Collider.
contactFilter Filter results defined by the contact filter.
results 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

int The number of results returned.

Description

Casts the Collider shape into the Scene starting at the specified position and rotation.

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: 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.