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BoxCollider2D

class in UnityEngine

/

Inherits from:Collider2D

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Description

Collider for 2D physics representing an axis-aligned rectangle.

Variables

autoTilingDetermines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.
edgeRadiusControls the radius of all edges created by the collider.
sizeThe width and height of the rectangle.

Inherited members

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had enabled called.
attachedRigidbodyThe Rigidbody2D attached to the Collider2D's GameObject.
bouncinessGet the bounciness used by the collider.
boundsThe world space bounding area of the collider.
compositeGet the CompositeCollider2D that is available to be attached to the collider.
densityThe density of the collider used to calculate its mass (when auto mass is enabled).
frictionGet the friction used by the collider.
isTriggerIs this collider configured as a trigger?
offsetThe local offset of the collider geometry.
shapeCountThe number of separate shaped regions in the collider.
sharedMaterialThe PhysicsMaterial2D that is applied to this collider.
usedByCompositeSets whether the Collider will be used or not used by a CompositeCollider2D.
usedByEffectorWhether the collider is used by an attached effector or not.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

CastCasts the collider shape into the scene starting at the collider position ignoring the collider itself.
DistanceCalculates the minimum separation of this collider against another collider.
GetContactsRetrieves all contact points for this collider.
IsTouchingCheck whether this collider is touching the collider or not.
IsTouchingLayersChecks whether this collider is touching any colliders on the specified layerMask or not.
OverlapColliderGet a list of all colliders that overlap this collider.
OverlapPointCheck if a collider overlaps a point in space.
RaycastCasts a ray into the scene starting at the collider position ignoring the collider itself.
BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.

Messages

OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).
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