collider | The collider to check if it is touching this collider. |
bool
Whether this collider is touching the collider
or not.
Check whether this collider is touching the collider
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 | The collider to check if it is touching this collider. |
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 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 this collider is touching the collider
or not.
Check whether this collider is touching other colliders 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.
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