UnityEngine.Physics2D.INTERNAL_CALL_CircleCastNonAlloc C# (CSharp) Method

INTERNAL_CALL_CircleCastNonAlloc() private method

private INTERNAL_CALL_CircleCastNonAlloc ( Vector2 &origin, float radius, Vector2 &direction, RaycastHit2D results, float distance, int layerMask, float minDepth, float maxDepth ) : int
origin Vector2
radius float
direction Vector2
results RaycastHit2D
distance float
layerMask int
minDepth float
maxDepth float
return int
        private static extern int INTERNAL_CALL_CircleCastNonAlloc(ref Vector2 origin, float radius, ref Vector2 direction, RaycastHit2D[] results, float distance, int layerMask, float minDepth, float maxDepth);
        [MethodImpl(MethodImplOptions.InternalCall)]
Physics2D