Version: 2022.3
LanguageEnglish
  • C#

Collider2D.Raycast

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 Raycast(Vector2 direction, RaycastHit2D[] results, float distance = Mathf.Infinity, int layerMask = Physics2D.AllLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Declaration

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

Parameters

direction Vector representing the direction of the ray.
results Array to receive results.
distance Maximum distance over which to cast the ray.
layerMask Filter to check objects only on specific layers.
minDepth Only include objects with a Z coordinate (depth) greater than this value.
maxDepth Only include objects with a Z coordinate (depth) less than this value.
contactFilter Filter results defined by the contact filter.

Returns

int The number of results returned.

Description

Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself.

This function is similar to the [[Physics2D::RaycastNonAlloc]] function and in the same way, the results are returned in the supplied array. The integer return value is the number of objects that intersect the ray (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 when raycasts are performed frequently.

Overloads of this function that use contactFilter filters the results by the options available in ContactFilter2D.

Additionally, this will also detect other Collider(s) at the start of the ray. In this case the ray is starting inside the Collider and doesn't 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 ray vector being tested. This can easily be detected because such results are always at a RaycastHit2D fraction of zero.

Additional resources: LayerMask class, RaycastHit2D class, [[Physics2D::RaycastNonAlloc]], [[Physics2D::AllLayers]], [[Physics2D::IgnoreRaycastLayer]], [[Physics2D::raycastsHitTriggers]].


Declaration

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

Parameters

direction Vector representing the direction of the ray.
contactFilter Filter results defined by the contact filter.
results List to receive results.
distance Maximum distance over which to cast the ray.

Returns

int The number of results returned.

Description

Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself.

This function is similar to the [[Physics2D::RaycastNonAlloc]] function and in the same way, the results are returned in the supplied list. The integer return value is the number of Colliders that intersect the ray (possibly zero). 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.

Additionally, this will also detect other Collider(s) at the start of the ray. In this case the ray is starting inside the Collider and doesn't 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 ray vector being tested. This can easily be detected because such results are always at a RaycastHit2D fraction of zero.

Additional resources: RaycastHit2D class.