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Physics2D.BoxCastNonAlloc

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public static function BoxCastNonAlloc(origin: Vector2, size: Vector2, angle: float, direction: Vector2, results: RaycastHit2D[], distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): int;
public static int BoxCastNonAlloc(Vector2 origin, Vector2 size, float angle, Vector2 direction, RaycastHit2D[] results, 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.
results Array to receive results.
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

int The number of results returned.

Description

Casts a box into the scene, returning colliders that contact with it into the provided results array.

This function is similar to the BoxCastAll function except that the results are returned in the supplied array. The integer return value is the number of objects that intersect the box (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 performed frequently.

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, BoxCast, BoxCastAll,, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.