UnityEngine.Physics2D.CircleCastAll C# (CSharp) Method

CircleCastAll() public static method

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

public static CircleCastAll ( Vector2 origin, float radius, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : UnityEngine.RaycastHit2D[]
origin Vector2 The point in 2D space where the shape originates.
radius float The radius of the shape.
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[] CircleCastAll(Vector2 origin, float radius, Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            return INTERNAL_CALL_CircleCastAll(ref origin, radius, ref direction, distance, layerMask, minDepth, maxDepth);
        }

Same methods

Physics2D::CircleCastAll ( Vector2 origin, float radius, Vector2 direction ) : UnityEngine.RaycastHit2D[]
Physics2D::CircleCastAll ( Vector2 origin, float radius, Vector2 direction, float distance ) : UnityEngine.RaycastHit2D[]
Physics2D::CircleCastAll ( Vector2 origin, float radius, Vector2 direction, float distance, int layerMask ) : UnityEngine.RaycastHit2D[]
Physics2D::CircleCastAll ( Vector2 origin, float radius, Vector2 direction, float distance, int layerMask, float minDepth ) : UnityEngine.RaycastHit2D[]
Physics2D