Property | Type | Description | |
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DebugDrawColliders | void | ||
DrawBoxAndOverlaps | void | ||
DrawCircleAndOverlaps | void | ||
DrawCircleCastAndHits | void | ||
DrawHitsForCirclecast | void | ||
DrawHitsForRaycasts | void | ||
DrawLineAndHits | void | ||
DrawRayAndHits | void | ||
DrawRaycastHit2D | void | ||
RBPhysics2D | System.Collections | ||
RaycastHitsContainHit | bool |
Method | Description | |
---|---|---|
CircleCast ( |
Casts a circle against colliders in the scene, with debug drawing information. Returns the first hit information.
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CircleCastAll ( |
Casts a circle against colliders in the scene, with debug drawing information. Returns all the hits along the cast.
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CircleCastNonAlloc ( |
Casts a circle against colliders in the scene, with debug drawing information. Passes results into a supplied array to minimize allocations.
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LineCast ( |
Perform a LineCast, with debug drawing. Gets the first hit.
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LineCastAll ( |
Perform a LineCast, with debug drawing. Gets all hits along the line
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LineCastNonAlloc ( |
Perform a LineCast, wait debug drawing. Uses a supplied array to prevent allocation.
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OverlapArea ( |
Checks if any collider lies inside a rectangle. Returns the collider with the lowest z value (I think...)
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OverlapAreaAll ( |
Checks if any collider lies inside a rectangle. Returns all colliders found
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OverlapCircle ( |
Checks if any collider lies inside a circle. Returns the collider with the lowest z value (I think...)
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OverlapCircleAll ( |
Checks if any collider lies inside a circle. Returns all overlapping colliders
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RayCast ( |
Casts a ray against scene colliders, with debug drawing information. Returns the first hit.
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RayCastAll ( |
Casts a ray against scene colliders, with debug drawing information. Returns all hit along the cast.
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RayCastNonAlloc ( |
Casts a ray against scene colliders, with debug drawing information. Passes results into a supplied array in order to minimize allocations
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Method | Description | |
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DebugDrawColliders ( |
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DrawBoxAndOverlaps ( |
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DrawCircleAndOverlaps ( |
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DrawCircleCastAndHits ( |
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DrawHitsForCirclecast ( |
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DrawHitsForRaycasts ( |
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DrawLineAndHits ( |
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DrawRayAndHits ( |
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DrawRaycastHit2D ( |
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RBPhysics2D ( ) : System.Collections | ||
RaycastHitsContainHit ( |
public static CircleCast ( |
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origin | Origin point in 2D. | |
radius | float | Radius of the circle. |
direction | Direction to "drag" the circle. | |
distance | float | Distance for the cast. |
layerMask | int | Layer mask to hit. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return |
public static CircleCastAll ( |
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origin | Origin point in 2D. | |
radius | float | Radius of the circle. |
direction | Direction to "drag" the circle. | |
distance | float | Distance for the cast. |
layerMask | int | Layer mask to hit. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return | UnityEngine.RaycastHit2D[] |
public static CircleCastNonAlloc ( |
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origin | Origin point in 2D. | |
radius | float | Radius of the circle. |
direction | Direction to "drag" the circle. | |
results | Array to store the resulting hits in. | |
distance | float | Distance for the cast. |
layerMask | int | Layer mask to hit. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return | void |
public static LineCast ( |
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start | Start point, in 2D world space. | |
end | End point, in 2D world space. | |
layerMask | int | Layer mask to hit. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return |
public static LineCastAll ( |
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start | Start point, in 2D world space. | |
end | End point, in 2D world space. | |
layerMask | int | Layer mask to hit. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return | UnityEngine.RaycastHit2D[] |
public static LineCastNonAlloc ( |
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start | Start point in 2D world space. | |
end | End point in 2D world space. | |
results | Array to store the results in. | |
layerMask | int | Layer mask to hit. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return | void |
public static OverlapArea ( |
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cornerA | One corner for the Area | |
cornerB | Opposite corner for the Area | |
layerMask | int | Layer mask for colliders to check. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return |
public static OverlapAreaAll ( |
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cornerA | One corner for the Area | |
cornerB | Opposite corner for the Area | |
layerMask | int | Layer mask for colliders to check. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return | UnityEngine.Collider2D[] |
public static OverlapCircle ( |
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center | Center for the circle in 2D world space. | |
radius | float | Radius for the circle. |
layerMask | int | Layer mask for colliders to check. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return |
public static OverlapCircleAll ( |
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center | Center for the circle in 2D world space. | |
radius | float | Radius for the circle. |
layerMask | int | Layer mask for colliders to check. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return | UnityEngine.Collider2D[] |
public static RayCast ( |
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origin | Origin for the ray in 2D world space. | |
direction | Direction as a 2D vector. | |
distance | float | Distance for the raycast. |
layerMask | int | Layer mask to hit. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return |
public static RayCastAll ( |
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origin | Origin for the ray in 2D world space. | |
direction | Direction as a 2D vector. | |
distance | float | Distance for the raycast. |
layerMask | int | Layer mask to hit. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return | UnityEngine.RaycastHit2D[] |
public static RayCastNonAlloc ( |
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origin | Origin for the ray in 2D world space. | |
direction | Direction as a 2D vector. | |
results | Array to store resulting hits in. | |
distance | float | Distance for the raycast. |
layerMask | int | Layer mask to hit. |
minDepth | float | Minimum depth - hit items with at least this z. |
maxDepth | float | Max depth - hit items with at most this z. |
return | void |