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Question by gaia2222 · Jul 21, 2020 at 08:07 PM · collision2dhitraycasthit2dlayermask

RaycastHit2D hit all layermask in the scene

 public LayerMask mask;
 void Start()
 {
     //StartCoroutine(YY());
     mask = LayerMask.GetMask("chara");
 }

 void Update()
 {
     RaycastHit2D hit = Physics2D.CircleCast(transform.position, 1f, Vector2.zero, mask);
     if (hit.transform != null)
         Debug.Log(hit.transform.name);
 }

The GameObject hit all gameobject with Collider2D component in the scene, Am i wrong?

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Answer by pmurph03 · Jul 21, 2020 at 08:14 PM

Without knowing the names of your layers, is the name of the layer you want to cast against named "chara"

Perhaps try setting the mask in the inspector instead of in start()

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avatar image gaia2222 · Jul 21, 2020 at 08:47 PM 0
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Yes, I am already did it for the same result. I am confused it compare with this code and get different result.

 hit = Physics2D.Raycast(transform.position, go.position - transform.position,4f, mask);
         if (hit.transform != null)
             Debug.Log("RaycastAll: "+hit.transform.name);
         hits = Physics2D.CircleCast(transform.position, 1f, Vector2.zero,  mask);
         if (hits.transform != null)
             Debug.Log("CircleCastAll: "+hits.transform.name);

Raycast is work! But CircleCast also hit all gameobject

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