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.
Start ray at a vector2 world position. Or use Game Object parameter.
A vector2 direction vector
Cast the ray in world or local space. Note if no Game Object is specified, the direction is in world space.
The length of the ray. Set to -1 for infinity.
Only include objects with a Z coordinate (depth) greater than this value. leave to none for no effect
Only include objects with a Z coordinate (depth) less than this value. leave to none
Pick only from these layers.
Invert the mask, so you pick from all layers except those defined above.
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.
Event to send to get the next collider.
Event to send when there are no more colliders to iterate.