collider | このコライダーに触れているかをチェックするコライダー |
bool
Whether this collider is touching the collider
or not.
このコライダーが コライダー
に触れているかをチェックします
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 | このコライダーに触れているかをチェックするコライダー |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
bool
Whether this collider is touching the collider
or not.
Check whether this collider is touching the collider
or not with the results filtered by the contactFilter
.
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 this collider is touching the collider
or not.
Check whether this collider is touching other colliders or not with the results filtered by the contactFilter
.
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.