Version: 2021.2
LanguageEnglish
  • C#

BoxCollider2D

class in UnityEngine

/

Inherits from:Collider2D

/

Implemented in:UnityEngine.Physics2DModule

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

Switch to Manual

Description

Collider for 2D physics representing an axis-aligned rectangle.

Properties

autoTilingDetermines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.
edgeRadiusControls the radius of all edges created by the collider.
sizeThe width and height of the rectangle.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
attachedRigidbodyThe Rigidbody2D attached to the Collider2D.
bouncinessGet the bounciness used by the collider.
boundsThe world space bounding area of the collider.
compositeGet the CompositeCollider2D that is available to be attached to the collider.
densityThe density of the collider used to calculate its mass (when auto mass is enabled).
errorStateThe error state that indicates the state of the physics shapes the 2D Collider tried to create. (Read Only)
frictionGet the friction used by the collider.
isTriggerIs this collider configured as a trigger?
offsetThe local offset of the collider geometry.
shapeCountThe number of active PhysicsShape2D the Collider2D is currently using.
sharedMaterialThe PhysicsMaterial2D that is applied to this collider.
usedByCompositeSets whether the Collider will be used or not used by a CompositeCollider2D.
usedByEffectorWhether the collider is used by an attached effector or not.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

CastCasts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.
ClosestPointReturns a point on the perimeter of this Collider that is closest to the specified position.
CreateMeshCreates a planar Mesh that is identical to the area defined by the Collider2D geometry.
DistanceCalculates the minimum separation of this collider against another collider.
GetContactsRetrieves all contact points for this Collider.
GetShapeHashGenerates a simple hash value based upon the geometry of the Collider2D.
GetShapesGets all the PhysicsShape2D used by the Collider2D.
IsTouchingCheck whether this collider is touching the collider or not.
IsTouchingLayersChecks whether this collider is touching any colliders on the specified layerMask or not.
OverlapColliderGet a list of all colliders that overlap this collider.
OverlapPointCheck if a collider overlaps a point in space.
RaycastCasts a ray into the Scene that starts at the Collider position and ignores the Collider itself.
BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentReturns the component of type if the GameObject has one attached.
GetComponentInChildrenReturns the Component of type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the Component of type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children using depth first search. Works recursively.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).