Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Physics2D.IsTouching

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static method IsTouching(collider1: Collider2D, collider2: Collider2D): bool;
public static bool IsTouching(Collider2D collider1, Collider2D collider2);

Parameters

collider1 The collider to check if it is touching collider2.
collider2 The collider to check if it is touching collider1.

Returns

bool Whether collider1 is touching collider2 or not.

Description

Checks whether the passed colliders are in contact 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.


public static method IsTouching(collider: Collider2D, contactFilter: ContactFilter2D): bool;
public static bool IsTouching(Collider2D collider, ContactFilter2D contactFilter);

Parameters

collider The collider to check if it is touching any other collider filtered by the contactFilter.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

Returns

bool Whether the collider is touching any other collider filtered by the contactFilter or not.

Description

Checks whether the passed colliders are in contact 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.


public static method IsTouching(collider1: Collider2D, collider2: Collider2D, contactFilter: ContactFilter2D): bool;
public static bool IsTouching(Collider2D collider1, Collider2D collider2, ContactFilter2D contactFilter);

Parameters

collider1 The collider to check if it is touching collider2.
collider2 The collider to check if it is touching collider1.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

Returns

bool Whether collider1 is touching collider2 or not.

Description

Checks whether the passed colliders are in contact 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.

Did you find this page useful? Please give it a rating: