Version: 2023.2
LanguageEnglish
  • C#

Physics2D.Distance

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static ColliderDistance2D Distance(Collider2D colliderA, Collider2D colliderB);

Parameters

colliderA A Collider used to calculate the minimum distance against colliderB.
colliderB A Collider used to calculate the minimum distance against colliderA.

Returns

ColliderDistance2D The minimum distance between colliderA and colliderB.

Description

Calculates the minimum distance between two Colliders.

A valid colliderA and colliderB must be provided for the returned ColliderDistance2D to be valid i.e. both colliderA or colliderB should not be NULL, should not be disabled and must contain collision shapes. You can check if the returned value is valid by checking ColliderDistance2D.isValid.

See Also: Collider2D.Distance and Rigidbody2D.Distance.


Declaration

public static ColliderDistance2D Distance(Collider2D colliderA, Vector2 positionA, float angleA, Collider2D colliderB, Vector2 positionB, float angleB);

Parameters

colliderA A Collider used to calculate the minimum distance against colliderB.
positionA The position to use for colliderA.
angleA The rotation to use for colliderA.
colliderB A Collider used to calculate the minimum distance against colliderA.
positionB The position to use for colliderB.
angleB The rotation to use for colliderB.

Returns

ColliderDistance2D The minimum distance between colliderA and colliderB.

Description

Calculates the minimum distance between two Colliders.

A valid colliderA and colliderB must be provided for the returned ColliderDistance2D to be valid i.e. both colliderA or colliderB should not be NULL, should not be disabled and must contain collision shapes. 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 Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.

See Also: Collider2D.Distance and Rigidbody2D.Distance.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961