Legacy Documentation: Version 4.6.2
Language: English
  • C#
  • JS
  • Boo

Script language

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

Physics.IgnoreCollision

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

Sumbission failed

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

Close

Cancel

public static function IgnoreCollision(collider1: Collider, collider2: Collider, ignore: bool = true): void;
public static void IgnoreCollision(Collider collider1, Collider collider2, bool ignore = true);
public static def IgnoreCollision(collider1 as Collider, collider2 as Collider, ignore as bool = true) as void

Description

Makes the collision detection system ignore all collisions between collider1 and collider2.

This is most useful for making eg. projectiles not collide with the object shooting them.

IgnoreCollision has a few limitations: 1) It is not persistent. This means ignore collision state will not be stored in the editor when saving a scene. 2) You can only apply the ignore collision to colliders in active game objects. When deactivating the collider or attached rigidbody the IgnoreCollision state will be lost and you have to call Physics.IgnoreCollision again. See Also: Physics.IgnoreLayerCollision.

	// Instantiate a bullet and make it ignore collisions with this object.

var bulletPrefab : Transform; function Start () { var bullet = Instantiate(bulletPrefab) as Transform; Physics.IgnoreCollision(bullet.collider, collider); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Transform bulletPrefab;
    void Start() {
        Transform bullet = Instantiate(bulletPrefab) as Transform;
        Physics.IgnoreCollision(bullet.collider, collider);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public bulletPrefab as Transform

	def Start() as void:
		bullet as Transform = (Instantiate(bulletPrefab) as Transform)
		Physics.IgnoreCollision(bullet.collider, collider)