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    Struct CollisionFilter

    Describes which other objects an object can collide with.

    Implements
    IEquatable<CollisionFilter>
    Inherited Members
    ValueType.Equals(object)
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    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.

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