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Question by antonsem · Nov 11, 2018 at 10:46 AM · collisionrigidbody2dphysics2dcharacter controllercast

Rigidbody2D.Cast() against mutiple colliders with a single Rigidbody2D

TL;DR: RigidBody2D.Cast() returns only one hit result per Rigidbody2D. Is there a way around it?

So I followed this tutorial to create a 2D character controller. Basically it uses RigidBody2D.Cast() to check for the obstacles. I implemented it in a slightly different way:

 private readonly RaycastHit2D[] hits = new RaycastHit2D[16];
 private List<RaycastHit2D> hitList = new List<RaycastHit2D>(16);
 private Vector2 castDir = Vector2.zero;
 
 [SerializeField]
 private Rigidbody2D rigid;
 public Rigidbody2D Rigid
 {
     get => rigid;
     private set => rigid = value;
 }
 
 public float CheckHorizontal(float dist)
 {
     float dir = Mathf.Sign(dist);
     float abs = Mathf.Abs(dist);
 
     castDir.y = 0;
     castDir.x = dir;
     hitList.Clear();
     for (int i = 0; i < Rigid.Cast(castDir, horizontalMask, hits, abs); i++)
         hitList.Add(hits[i]);
 
     for (int i = 0; i < hitList.Count; i++)
     {
         if (abs > hitList[i].distance && hitList[i].normal.x * dir < 0)
             abs = hitList[i].distance;
     }
 
     return abs * dir;
  }

I "White box'd" a level and worked as expected. Then I used 2D tile palette tools to create a level with Composite Colliders.

In this case, when the character is grounded, the Cast() method does not work. While the box collider on my character is detecting all of the collisions, Cast() only detects one single collision, with the ground.

alt text

I did a couple more tests and as far as I can tell, the Cast() method detects only one collision per Rigidbody2D.

So my question is, is there an alternative to the Cast() method similar to RaycastAll or is there any other quick solution besides using raycasts?

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avatar image ss1992 · Jul 05, 2019 at 02:50 PM 0
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I also have the same problem. If you have solved this problem, please share your solution with me. Thank you!

avatar image antonsem ss1992 · Jul 05, 2019 at 03:48 PM 0
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I did solve the issue but I don't remember how exactly. I think I just did two separate casts. One for vertical displacement and one for horizontal.

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