Version: 2019.2
LanguageEnglish
  • C#

Physics2D.RaycastAll

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 static RaycastHit2D[] RaycastAll(Vector2 origin, Vector2 direction, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

originThe point in 2D space where the ray originates.
directionA vector representing the direction of the ray.
distanceThe maximum distance over which to cast the ray.
layerMaskFilter to detect Colliders only on certain layers.
minDepthOnly include objects with a Z coordinate (depth) greater than or equal to this value.
maxDepthOnly include objects with a Z coordinate (depth) less than or equal to this value.

Returns

RaycastHit2D[] The cast results returned.

Description

Casts a ray against colliders in the Scene, returning all colliders that contact with it.

A raycast is conceptually like a laser beam that is fired from a point in space along a particular direction. Any object making contact with the beam can be detected and reported.

This function is similar to the Raycast function but instead of detecting just the first collider that is hit, an array of all colliders along the path of the ray is returned. The colliders in the array are sorted in order of distance from the origin 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).

Raycasts are useful for determining lines of sight, targets hit by gunfire and for many other purposes in gameplay.

Additionally, this will also detect Collider(s) at the start of the ray. In this case, the ray starts inside the Collider and doesn't 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 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, Raycast, Linecast, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961