UnityEngine.Physics2D.BoxCastAll C# (CSharp) Method

BoxCastAll() public static method

Casts a box against colliders in the scene, returning all colliders that contact with it.

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[]
        public static RaycastHit2D[] BoxCastAll(Vector2 origin, Vector2 size, float angle, Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            return INTERNAL_CALL_BoxCastAll(ref origin, ref size, angle, ref direction, distance, layerMask, minDepth, maxDepth);
        }

Same methods

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[]
Physics2D