Draw XXL documentation


Draw Physics 2D.OverlapCapsule(...);

This is just like the OverlapCapsule() functions from Unity, all with the same physics 2D overlap processing, same parameters and same return type. The differences are only:
You can just change the class prefix from existing code like "Physics2D.OverlapCapsule()" becomes "DrawPhysics2D.OverlapCapsule()" and it will work as before, but with the added visualization. In builds the visualization can be omitted by setting UsedUnityLineDrawingMethod to "disabled", but the overlap and the returned function results will still work.

Green parameters are required. Yellow parameters are optional, but have to be supplied in order.


static Collider2D DrawPhysics2D.OverlapCapsule(...);

Code snippet names: drawOverlapCapsule2D and drawOverlapCapsule2D_func.

Parameters:
Type Parameter Name Description
Vector2 point
Vector2 size
CapsuleDirection2D direction
float angle
int layerMask
float minDepth
float maxDepth
string nameTag The text size by default scales relative to the size of the overlapping capsule shape. You can use forcedConstantScreenspaceTextSize_relToScreenHeight_forOverlapResultTexts or forcedConstantWorldspaceTextSize_forOverlapResultTexts to get a fixed screenspace or worldspace text size.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static int DrawPhysics2D.OverlapCapsule(...);

Code snippet names: drawOverlapCapsule2D_conFil_array and drawOverlapCapsule2D_conFil_array_func.

Parameters:
Type Parameter Name Description
Vector2 point
Vector2 size
CapsuleDirection2D direction
float angle
ContactFilter2D contactFilter
Collider2D[] results
string nameTag
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static int DrawPhysics2D.OverlapCapsule(...);

Code snippet names: drawOverlapCapsule2D_conFil_list and drawOverlapCapsule2D_conFil_list_func.

Parameters:
Type Parameter Name Description
Vector2 point
Vector2 size
CapsuleDirection2D direction
float angle
ContactFilter2D contactFilter
List results
string nameTag
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.