class in UnityEngine
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Collider for 2D physics representing an axis-aligned rectangle.
|Determines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.
|Controls the radius of all edges created by the collider.
|The width and height of the rectangle.
|Enabled Behaviours are Updated, disabled Behaviours are not.
|Reports whether a GameObject and its associated Behaviour is active and enabled.
|The Rigidbody2D attached to the Collider2D.
|Get the bounciness used by the collider.
|The world space bounding area of the collider.
|The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.
|Get the CompositeCollider2D that is available to be attached to the collider.
|The layers of other Collider2D involved in contacts with this Collider2D that will be captured.
|The density of the collider used to calculate its mass (when auto mass is enabled).
|The error state that indicates the state of the physics shapes the 2D Collider tried to create. (Read Only)
|The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.
|The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.
|The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.
|Get the friction used by the collider.
|The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.
|Is this collider configured as a trigger?
|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.
|The local offset of the collider geometry.
|The number of active PhysicsShape2D the Collider2D is currently using.
|The PhysicsMaterial2D that is applied to this collider.
|Sets whether the Collider will be used or not used by a CompositeCollider2D.
|Whether the collider is used by an attached effector or not.
|The game object this component is attached to. A component is always attached to a game object.
|The tag of this game object.
|The Transform attached to this GameObject.
|Should the object be hidden, saved with the Scene or modifiable by the user?
|The name of the object.
|Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.
|Returns a point on the perimeter of this Collider that is closest to the specified position.
|Creates a planar Mesh that is identical to the area defined by the Collider2D geometry.
|Calculates the minimum separation of this collider against another collider.
|Retrieves all contact points for this Collider.
|Generates a simple hash value based upon the geometry of the Collider2D.
|Gets all the PhysicsShape2D used by the Collider2D.
|Check whether this collider is touching the collider or not.
|Checks whether this collider is touching any colliders on the specified layerMask or not.
|Get a list of all colliders that overlap this collider.
|Check if a collider overlaps a point in space.
|Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself.
|Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
|Checks the GameObject's tag against the defined tag.
|Gets a reference to a component of type T on the same GameObject as the component specified.
|Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
|Gets the index of the component on its parent GameObject.
|Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
|Gets references to all components of type T on the same GameObject as the component specified.
|Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
|Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
|Calls the method named methodName on every MonoBehaviour in this game object.
|Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
|Gets the component of the specified type, if it exists.
|Gets the instance ID of the object.
|Returns the name of the object.
|Removes a GameObject, component or asset.
|Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
|Do not destroy the target Object when loading a new Scene.
|Retrieves any active loaded object of Type type.
|Retrieves the first active loaded object of Type type.
|Returns the first active loaded object of Type type.
|Retrieves a list of all loaded objects of Type type.
|Gets a list of all loaded objects of Type type.
|Clones the object original and returns the clone.
|Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.
|Does the object exist?
|Compares if two objects refer to a different object.
|Compares two object references to see if they refer to the same object.
|Sent when an incoming collider makes contact with this object's collider (2D physics only).
|Sent when a collider on another object stops touching this object's collider (2D physics only).
|Sent each frame where a collider on another object is touching this object's collider (2D physics only).
|Sent when another object enters a trigger collider attached to this object (2D physics only).
|Sent when another object leaves a trigger collider attached to this object (2D physics only).
|Sent each frame where another object is within a trigger collider attached to this object (2D physics only).