class in UnityEngine
/
Inherits from:Collider2D
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Implemented in:UnityEngine.Physics2DModule
Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.
Additional resources: BoxCollider2D, CircleCollider2D, PolygonCollider2D.
| adjacentEndPoint | Defines the position of a virtual point adjacent to the end point of the EdgeCollider2D. | 
| adjacentStartPoint | Defines the position of a virtual point adjacent to the start point of the EdgeCollider2D. | 
| edgeCount | Gets the number of edges. | 
| edgeRadius | Controls the radius of all edges created by the collider. | 
| pointCount | Gets the number of points. | 
| points | Get or set the points defining multiple continuous edges. | 
| useAdjacentEndPoint | Set this to true to use the adjacentEndPoint to form the collision normal that is used to calculate the collision response when a collision occurs at the Edge Collider's end point. Set this to false to not use the adjacentEndPoint, and the collision normal becomes the direction of motion of the collision. | 
| useAdjacentStartPoint | Set this to true to use the adjacentStartPoint to form the collision normal that is used to calculate the collision response when a collision occurs at the Edge Collider's start point. Set this to false to not use the adjacentStartPoint, and the collision normal becomes the direction of motion of the collision. | 
| GetPoints | Gets all the points that define a set of continuous edges. | 
| Reset | Reset to a single edge consisting of two points. | 
| SetPoints | Sets all the points that define a set of continuous edges. | 
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | 
| isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. | 
| attachedRigidbody | The Rigidbody2D attached to the Collider2D. | 
| bounceCombine | The bounciness combine mode used by the Collider2D. | 
| bounciness | The bounciness used by the Collider2D. | 
| bounds | The world space bounding area of the collider. | 
| callbackLayers | The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D. | 
| composite | Get the CompositeCollider2D that is available to be attached to the collider. | 
| compositeCapable | Indicates if this Collider2D is capable of being composited by the CompositeCollider2D. | 
| compositeOperation | The composite operation to be used by a CompositeCollider2D. | 
| compositeOrder | The composite operation order to be used when a CompositeCollider2D is used. | 
| contactCaptureLayers | The layers of other Collider2D involved in contacts with this Collider2D that will be captured. | 
| density | The density of the collider used to calculate its mass (when auto mass is enabled). | 
| errorState | The error state that indicates the state of the physics shapes the 2D Collider tried to create. (Read Only) | 
| excludeLayers | The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not. | 
| forceReceiveLayers | The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D. | 
| forceSendLayers | The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D. | 
| friction | The friction used by the Collider2D. | 
| frictionCombine | The friction combine mode used by the Collider2D. | 
| includeLayers | The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not. | 
| isTrigger | Is this collider configured as a trigger? | 
| layerOverridePriority | A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not. | 
| localToWorldMatrix | The transformation matrix used to transform the Collider physics shapes to world space. | 
| offset | The local offset of the collider geometry. | 
| shapeCount | The number of active PhysicsShape2D the Collider2D is currently using. | 
| sharedMaterial | The PhysicsMaterial2D that is applied to this collider. | 
| usedByEffector | Whether the collider is used by an attached effector or not. | 
| gameObject | The game object this component is attached to. A component is always attached to a game object. | 
| tag | The tag of this game object. | 
| transform | The Transform attached to this GameObject. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| Cast | Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. | 
| ClosestPoint | Returns a point on the perimeter of this Collider that is closest to the specified position. | 
| CreateMesh | Creates a planar Mesh that is identical to the area defined by the Collider2D geometry. | 
| Distance | Calculates the minimum separation of this collider against another collider. | 
| GetContacts | Retrieves all contact points for this Collider. | 
| GetShapeBounds | Retrieves a list of Bounds for all PhysicsShape2D created by this Collider2D, and returns the combined Bounds of the retrieved list. | 
| GetShapeHash | Generates a simple hash value based upon the geometry of the Collider2D. | 
| GetShapes | Gets all the PhysicsShape2D used by the Collider2D. | 
| IsTouching | Check whether this collider is touching the collider or not. | 
| IsTouchingLayers | Checks whether this collider is touching any colliders on the specified layerMask or not. | 
| Overlap | Get a list of all Colliders that overlap this Collider. | 
| OverlapPoint | Check if a collider overlaps a point in space. | 
| Raycast | Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. | 
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | 
| CompareTag | Checks the GameObject's tag against the defined tag. | 
| GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. | 
| GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. | 
| GetComponentIndex | Gets the index of the component on its parent GameObject. | 
| GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. | 
| GetComponents | Gets references to all components of type T on the same GameObject as the component specified. | 
| GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. | 
| GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. | 
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | 
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | 
| TryGetComponent | Gets the component of the specified type, if it exists. | 
| GetInstanceID | Gets the instance ID of the object. | 
| ToString | Returns the name of the object. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindAnyObjectByType | Retrieves any active loaded object of Type type. | 
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. | 
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. | 
| bool | Does 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. | 
| OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). | 
| OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). | 
| OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). | 
| OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). | 
| OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). | 
| OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |