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 | Filter to detect collider only on certain layers. |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
RaycastHit2D The cast results returned.
Casts a circle against colliders in the PhysicsScene2D, returning the first intersection only.
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.
See Also: PhysicsScene2D, RaycastHit2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.
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. |
results | The array to receive results. The size of the array determines the maximum number of results that can be returned. |
layerMask | Filter to detect collider only on certain layers. |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
int
Returns the number of results placed in the results
array.
Casts a circle against the colliders in the PhysicsScene2D, returning all intersections.
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.
All results are sorted by ascending distance order.
See Also: PhysicsScene2D, RaycastHit2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.
Did you find this page useful? Please give it a rating: