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.