--- uid: arfoundation-vs-node-get-raycasts --- # Get Raycasts Save all AR Raycasts to the input List. ![Get Raycasts](../../images/visual-scripting/vs-get-raycasts.png)
*Get Raycasts node, shown with Get Variable* ## Input Data Ports | Port | Data type | Description | | :--- | :-------- | :---------- | | **Manager** | [ARRaycastManager](xref:UnityEngine.XR.ARFoundation.ARRaycastManager) | An active and enabled `ARRaycastManager`. If you do not connect this port, this node searches for an enabled AR Raycast Manager component in the scene instead, and throws an exception if none is found. | | **List** | [List](xref:System.Collections.Generic.List`1) of [ARRaycast](xref:UnityEngine.XR.ARFoundation.ARRaycast) | Where to save the AR Raycasts. This node clears the list, then adds the raycasts. If you do not connect this port, this node allocates a new list instead. | [!include[](snippets/get-variable-tip.md)] ## Output Data Ports | Port | Data type | Description | | :--- | :-------- | :---------- | | **List** | [List](xref:System.Collections.Generic.List`1) of [ARRaycast](xref:UnityEngine.XR.ARFoundation.ARRaycast) | The same List you connected to the Input port, now containing all AR Raycasts. |