Version: 2019.1
public static bool IsTouching (Collider2D collider1, Collider2D collider2);

パラメーター

collider1 collider2 と触れているかチェックするコライダー
collider2 collider1 と触れているか確認するコライダー

戻り値

bool collider1collider2 が接触しているか。

説明

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.


public static bool IsTouching (Collider2D collider, ContactFilter2D contactFilter);

パラメーター

colliderThe collider to check if it is touching any other collider filtered by the contactFilter.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

戻り値

bool Whether the collider is touching any other collider filtered by the contactFilter or not.

説明

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.


public static bool IsTouching (Collider2D collider1, Collider2D collider2, ContactFilter2D contactFilter);

パラメーター

collider1 collider2 と触れているかチェックするコライダー
collider2 collider1 と触れているか確認するコライダー
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

戻り値

bool collider1collider2 が接触しているか。

説明

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.