Version: Unity 6 (6000.0)
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Rigidbody2D.Distance

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Declaration

public ColliderDistance2D Distance(Collider2D collider);

Parameters

collider A collider used to calculate the minimum distance against all colliders attached to this Rigidbody2D.

Returns

ColliderDistance2D The minimum distance of collider against all colliders attached to this Rigidbody2D.

Description

Calculates the minimum distance of this collider against all Collider2D attached to this Rigidbody2D.

The provided collider will be check against all Collider2D attached to this Rigidbody2D and the minimum distance from all attached Collider2D will be returned.

The provided collider and at least one Collider2D attached to this Rigidbody2D must be valid for the returned ColliderDistance2D to be valid i.e. the Collider2D should not be disabled and must contain collision shapes and the provided collider must not be NULL. You can check if the returned value is valid by checking ColliderDistance2D.isValid.

Additional resources: Physics2D.Distance and Collider2D.Distance.


Declaration

public ColliderDistance2D Distance(Vector2 thisPosition, float thisAngle, Collider2D collider, Vector2 position, float angle);

Parameters

thisPosition The position to use for this Rigidbody.
thisAngle The rotation to use for this Rigidbody.
collider A collider used to calculate the minimum separation against this Rigidbody.
position The position to use for the specified collider.
angle The rotation to use for the specified collider.

Returns

ColliderDistance2D The minimum distance of collider against all colliders attached to this Rigidbody2D.

Description

Calculates the minimum distance of this collider against all Collider2D attached to this Rigidbody2D.

The provided collider will be check against all Collider2D attached to this Rigidbody2D and the minimum distance from all attached Collider2D will be returned.

The provided collider and at least one Collider2D attached to this Rigidbody2D must be valid for the returned ColliderDistance2D to be valid i.e. the Collider2D should not be disabled and must contain collision shapes and the provided collider must not be NULL. You can check if the returned value is valid by checking ColliderDistance2D.isValid.

NOTE: The positions and angles used here represent the position of the Rigidbody2D the respective Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will use the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the specified collider is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.

Additional resources: Physics2D.Distance and Collider2D.Distance.