Struct CollisionFilter
Describes which other objects an object can collide with.
Implements
Inherited Members
Namespace: Unity.Physics
Assembly: solution.dll
Syntax
public struct CollisionFilter : IEquatable<CollisionFilter>
Fields
Name | Description |
---|---|
BelongsTo | A bit mask describing which layers this object belongs to. |
CollidesWith | A bit mask describing which layers this object can collide with. |
Default | (Immutable) A collision filter which wants to collide with everything. |
GroupIndex | An optional override for the bit mask checks. If the value in both objects is equal and positive, the objects always collide. If the value in both objects is equal and negative, the objects never collide. |
Zero | (Immutable) A collision filter which never collides with against anything (including Default). |
Properties
Name | Description |
---|---|
IsEmpty | Returns true if the filter cannot collide with anything, which likely means it was default constructed but not initialized. |
Methods
Name | Description |
---|---|
CreateUnion(CollisionFilter, CollisionFilter) | Return a union of two filters. |
Equals(CollisionFilter) | Tests if this CollisionFilter is considered equal to another. |
GetHashCode() | Calculates a hash code for this object. |
IsCollisionEnabled(CollisionFilter, CollisionFilter) | Return true if the given pair of filters want to collide with each other. |