public static BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : UnityEngine.RaycastHit2D[] | ||
origin | Vector2 | The point in 2D space where the shape originates. |
size | Vector2 | The size of the shape. |
angle | float | The angle of the shape (in degrees). |
direction | Vector2 | 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 or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
return | UnityEngine.RaycastHit2D[] |
Physics2D::BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction ) : UnityEngine.RaycastHit2D[] | |
Physics2D::BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance ) : UnityEngine.RaycastHit2D[] | |
Physics2D::BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask ) : UnityEngine.RaycastHit2D[] | |
Physics2D::BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask, float minDepth ) : UnityEngine.RaycastHit2D[] |