collider1 | The collider to check if it is touching collider2 . |
collider2 | The collider to check if it is touching collider1 . |
bool
Whether collider1
is touching collider2
or not.
Checks whether the passed colliders are in contact or not.
It is important to understand that checking whether colliders are touching or not is performed against the last physics system update; that is the state of touching colliders at that time. If you have just added a new Collider2D or have moved a Collider2D but a physics update has not yet taken place then the colliders will not be shown as touching. This function returns the same collision results as the physics collision or trigger callbacks.
collider | The collider to check if it is touching any other collider filtered by the contactFilter . |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
bool
Whether the collider
is touching any other collider filtered by the contactFilter
or not.
Checks whether the passed colliders are in contact or not.
It is important to understand that checking whether colliders are touching or not is performed against the last physics system update; that is the state of touching colliders at that time. If you have just added a new Collider2D or have moved a Collider2D but a physics update has not yet taken place then the colliders will not be shown as touching. This function returns the same collision results as the physics collision or trigger callbacks.
collider1 | The collider to check if it is touching collider2 . |
collider2 | The collider to check if it is touching collider1 . |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
bool
Whether collider1
is touching collider2
or not.
Checks whether the passed colliders are in contact or not.
It is important to understand that checking whether colliders are touching or not is performed against the last physics system update; that is the state of touching colliders at that time. If you have just added a new Collider2D or have moved a Collider2D but a physics update has not yet taken place then the colliders will not be shown as touching. This function returns the same collision results as the physics collision or trigger callbacks.
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