The centroid of the primitive used to perform the cast.
When the RaycastHit2D is returned from line or ray casting, the centroid is identical to the return point property. However when using cast methods that use a geometry shape (as opposed to a simple point) such as circle or box casting, the centroid
is the center of the respective shape when it is in contact with the returned point.
The centroid
is useful in determining the position the cast shape should be for it to collider at the contact point. Note that the point takes into account any rotation specified for the shape when it was cast.
using UnityEngine;
public class Example : MonoBehaviour { // A stationary planet public GameObject planet; // The satellite is moving around the planet public GameObject satellite;
void Update() { RaycastHit2D hit = Physics2D.CircleCast(satellite.transform.position, 10.0f, planet.transform.position);
if (hit.collider != null) { // Draws a line from the planet to the centre of the satellite that was hit as the satellite moves Debug.DrawLine(planet.transform.position, hit.centroid, Color.yellow); } } }
See Also: point, Physics2D.Raycast, Physics2D.Linecast, Physics2D.CircleCast & Physics2D.BoxCast.