Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

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

public method Raycast(direction: Vector2, results: RaycastHit2D[], distance: float = Mathf.Infinity, layerMask: int = Physics2D.AllLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): int;
public int Raycast(Vector2 direction, RaycastHit2D[] results, float distance = Mathf.Infinity, int layerMask = Physics2D.AllLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);
public method Raycast(direction: Vector2, contactFilter: ContactFilter2D, results: RaycastHit2D[], distance: float = Mathf.Infinity): int;
public int Raycast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance = Mathf.Infinity);

Parameters

directionVector representing the direction of the ray.
resultsArray to receive results.
distanceMaximum distance over which to cast the ray.
layerMaskFilter to check objects only on specific layers.
minDepthOnly include objects with a Z coordinate (depth) greater than this value.
maxDepthOnly include objects with a Z coordinate (depth) less than this value.
contactFilterFilter results defined by the contact filter.

Returns

int The number of results returned.

Description

Casts a ray into the scene starting at the collider position ignoring 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.

See Also: LayerMask class, RaycastHit2D class, [[Physics2D::RaycastNonAlloc]], [[Physics2D::AllLayers]], [[Physics2D::IgnoreRaycastLayer]], [[Physics2D::raycastsHitTriggers]].

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答