Answers for "circle cast unity"

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unity circle cast

Physics2D.CircleCast

Declaration:
public static RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters:
origin	     The point in 2D space where the circle originates.
radius	     The radius of the circle.
direction	 A vector representing the direction of the circle.
distance	 The maximum distance over which to cast the circle.
layerMask	 Filter to detect Colliders only on certain layers.
minDepth	 Only include objects with a Z coordinate (depth) greater than or equal to this value.
maxDepth	 Only include objects with a Z coordinate (depth) less than or equal to this value.

Returns:
RaycastHit2D The cast results returned.

Description:
Casts a circle against Colliders in the Scene, returning the first Collider 
to contact with it. 

A CircleCast is conceptually like dragging a circle 
through the Scene in a particular direction. Any object 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 box (the Collider property of the result will be NULL if 
nothing was hit). 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).

The returned RaycastHit2D returns 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 at that point.

See more by clicking the 'Sources' link below:
Posted by: Guest on August-15-2021

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