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This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results array.
- Cast
Note: Use of Collider2D.Cast() requires the use of...
- Scripting API
Description. Casts a ray, from point origin, in direction...
- Cast
Nov 14, 2015 · 2 Answers. Sorted by: 1. As you can read here. http://docs.unity3d.com/ScriptReference/Object.Instantiate.html. Instantiate returns an Object. An Object is not a GameObject, so you have to cast. There is also another way to cast, which doesn't throw an exception if the cast fails. You can read about it here. C# "as" cast vs classic cast.
Note: Use of Collider2D.Cast() requires the use of Rigidbody2D. If no Rigidbody2D is declared Cast() does not work. However a Rigidbody2D can be static and attached to the Collider2D. This will make the Cast() work as expected.
Description. Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene. You may optionally provide a LayerMask, to filter out any Colliders you aren't interested in generating collisions with.
In this video I aim to make it really clear how each of the Ray, Sphere, Box, and Capsule casts work, look, behave, and how you can use each one of them to achieve your "casting" goals! In this tutorial video you can see the following "casts" visualized: Raycast. RaycastAll. Spherecast. SpherecastAll.