collider | このリジッドボディにアタッチされているコライダーのどれかが触れているか確認する対象のコライダー |
bool
collider
がこのリジッドボディにアタッチされているコライダーのどれかに触れているか。
Checks whether the collider
is touching any of the collider(s) attached to this rigidbody 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 | このリジッドボディにアタッチされているコライダーのどれかが触れているか確認する対象のコライダー |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
bool
collider
がこのリジッドボディにアタッチされているコライダーのどれかに触れているか。
Checks whether the collider
is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D
.
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.
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
bool Whether any collider is touching any of the collider(s) attached to this rigidbody or not.
Checks whether any collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D
.
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.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.