LanguageEnglish
  • C#
  • JS

Script language

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

Physics2D.BoxCast

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

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function BoxCast(origin: Vector2, size: Vector2, angle: float, direction: Vector2, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): RaycastHit2D;
public static RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, 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 shape originates.
size The size of the shape.
angle The angle of the shape (in degrees).
direction Vector representing the direction of the shape.
distance Maximum distance over which to cast the shape.
layerMask Filter to detect Colliders only on certain 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.

Returns

RaycastHit2D The cast results returned.

Description

Casts a box against colliders in the scene, returning the first collider to contact with it.

A BoxCast is conceptually like dragging a box through the scene in a particular direction. Any object making contact with the box 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 box would touch the collider. It also returns the centroid where the box would be positioned for it to contact at that point.

See Also: LayerMask class, RaycastHit2D class, BoxCastAll, BoxCastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.