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Get Next Ray Cast 2d

Iterate through a list of all colliders detected by a RayCastThe colliders iterated are sorted in order of increasing Z coordinate. No iteration will take place if there are no colliders within the area.

From Game Object
Start ray at game object position. Or use From Position parameter.
From Position
Start ray at a vector2 world position. Or use Game Object parameter.
Direction
A vector2 direction vector
Space
Cast the ray in world or local space. Note if no Game Object is specified, the direction is in world space.
Distance
The length of the ray. Set to -1 for infinity.
Min Depth
Only include objects with a Z coordinate (depth) greater than this value. leave to none for no effect
Max Depth
Only include objects with a Z coordinate (depth) less than this value. leave to none
Layer Mask
Pick only from these layers.
Invert Mask
Invert the mask, so you pick from all layers except those defined above.
Colliders Count
Store the number of colliders found for this overlap.
Store Next Collider
Store the next collider in a GameObject variable.
Store Next Hit Point
Get the 2d position of the next ray hit point and store it in a variable.
Store Next Hit Normal
Get the 2d normal at the next hit point and store it in a variable.
Store Next Hit Distance
Get the distance along the ray to the next hit point and store it in a variable.
Loop Event
Event to send to get the next collider.
Finished Event
Event to send when there are no more colliders to iterate.

 

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Last modified on 3/14/2016 8:28 AM by User.

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