UnityEngine.Physics2D.CircleCastNonAlloc C# (CSharp) Method

CircleCastNonAlloc() private method

private CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, RaycastHit2D results ) : int
origin Vector2
radius float
direction Vector2
results RaycastHit2D
return int
        public static int CircleCastNonAlloc(Vector2 origin, float radius, Vector2 direction, RaycastHit2D[] results)
        {
            float positiveInfinity = float.PositiveInfinity;
            float negativeInfinity = float.NegativeInfinity;
            int layerMask = -5;
            float distance = float.PositiveInfinity;
            return INTERNAL_CALL_CircleCastNonAlloc(ref origin, radius, ref direction, results, distance, layerMask, negativeInfinity, positiveInfinity);
        }

Same methods

Physics2D::CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, RaycastHit2D results, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : int
Physics2D::CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, RaycastHit2D results, float distance ) : int
Physics2D::CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, RaycastHit2D results, float distance, int layerMask ) : int
Physics2D::CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, RaycastHit2D results, float distance, int layerMask, float minDepth ) : int
Physics2D