class in UnityEngine
/
Inherits from:Collider2D
/
Implemented in:UnityEngine.Physics2DModule
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CloseA capsule-shaped primitive collider.
Capsules are boxes with a semi-circle at each end.
direction | The direction that the capsule sides can extend. |
size | The width and height of the capsule area. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
attachedRigidbody | The Rigidbody2D attached to the Collider2D. |
bounciness | Get the bounciness used by the collider. |
bounds | The world space bounding area of the collider. |
callbackLayers | The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D. |
composite | Get the CompositeCollider2D that is available to be attached to the collider. |
contactCaptureLayers | The layers of other Collider2D involved in contacts with this Collider2D that will be captured. |
density | The density of the collider used to calculate its mass (when auto mass is enabled). |
errorState | The error state that indicates the state of the physics shapes the 2D Collider tried to create. (Read Only) |
excludeLayers | The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not. |
forceReceiveLayers | The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D. |
forceSendLayers | The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D. |
friction | Get the friction used by the collider. |
includeLayers | The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not. |
isTrigger | Is this collider configured as a trigger? |
layerOverridePriority | A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not. |
offset | The local offset of the collider geometry. |
shapeCount | The number of active PhysicsShape2D the Collider2D is currently using. |
sharedMaterial | The PhysicsMaterial2D that is applied to this collider. |
usedByComposite | Sets whether the Collider will be used or not used by a CompositeCollider2D. |
usedByEffector | Whether the collider is used by an attached effector or not. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
Cast | Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. |
ClosestPoint | Returns a point on the perimeter of this Collider that is closest to the specified position. |
CreateMesh | Creates a planar Mesh that is identical to the area defined by the Collider2D geometry. |
Distance | Calculates the minimum separation of this collider against another collider. |
GetContacts | Retrieves all contact points for this Collider. |
GetShapeHash | Generates a simple hash value based upon the geometry of the Collider2D. |
GetShapes | Gets all the PhysicsShape2D used by the Collider2D. |
IsTouching | Check whether this collider is touching the collider or not. |
IsTouchingLayers | Checks whether this collider is touching any colliders on the specified layerMask or not. |
OverlapCollider | Get a list of all colliders that overlap this collider. |
OverlapPoint | Check if a collider overlaps a point in space. |
Raycast | Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentIndex | Gets the index of the component on its parent GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). |
OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). |
OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
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