Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

RayCast2D

Inherits: Node2D < CanvasItem < Node < Object

A ray in 2D space, used to find the first CollisionObject2D it intersects.

Description

A raycast represents a ray from its origin to its target_position that finds the closest CollisionObject2D along its path, if it intersects any. This is useful for a lot of things, such as

RayCast2D can ignore some objects by adding them to an exception list, by making its detection reporting ignore Area2Ds (collide_with_areas) or PhysicsBody2Ds (collide_with_bodies), or by configuring physics layers.

RayCast2D calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a RayCast2D multiple times within the same physics frame, use force_raycast_update.

To sweep over a region of 2D space, you can approximate the region with multiple RayCast2Ds or use ShapeCast2D.

Tutorials

Properties

bool

collide_with_areas

false

bool

collide_with_bodies

true

int

collision_mask

1

bool

enabled

true

bool

exclude_parent

true

bool

hit_from_inside

false

Vector2

target_position

<