Vector2 circleOrigin = new Vector2(0, 0); float circleRadius = 1f; float maxDistance = 1f; Vector2 direction = Vector2.down; RaycastHit2D[] hits = Physics2D.CircleCastAll(circleOrigin, circleRadius, direction, maxDistance); foreach (RaycastHit2D hit in hits) { if (hit.collider.CompareTag("Ground")) { // Do something with the ground collider } }
Vector2 circleOrigin = playerTransform.position; float circleRadius = 2f; float maxDistance = Mathf.Infinity; Vector2 direction = Vector2.zero; RaycastHit2D[] hits = Physics2D.CircleCastAll(circleOrigin, circleRadius, direction, maxDistance); foreach (RaycastHit2D hit in hits) { if (hit.collider.CompareTag("Enemy")) { // Do something with the enemy collider } }Package library: The Physics2D CircleCastAll method is part of the UnityEngine.Physics2D namespace, which is included in the Unity game engine.