{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Struct PolygonCollider | Unity Physics | 1.1.0-pre.3
docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Struct PolygonCollider

    A flat convex collider with either 3 or 4 coplanar vertices (ie, a triangle or a quad)

    Implements
    ICollider
    ICollidable
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.Physics
    Assembly: solution.dll
    Syntax
    public struct PolygonCollider : ICollider, ICollidable

    Properties

    Name Description
    CollisionType

    Gets the Collision type.

    IsQuad

    Gets a value indicating whether this object is quad.

    IsTriangle

    Gets a value indicating whether this object is triangle.

    MassProperties

    Gets the mass properties.

    Material

    Gets or sets the material.

    MemorySize

    Gets the memory size.

    Planes

    Gets the planes.

    Type

    Gets the Collider type.

    Vertices

    Gets the vertices.

    Methods

    Name Description
    BoxCast(float3, quaternion, float3, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)

    Box cast.

    BoxCast(float3, quaternion, float3, float3, float, CollisionFilter, QueryInteraction)

    Box cast.

    BoxCastAll(float3, quaternion, float3, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)

    Box cast all.

    BoxCastCustom<T>(float3, quaternion, float3, float3, float, ref T, CollisionFilter, QueryInteraction)

    Box cast custom.

    CalculateAabb()

    Calculates the aabb.

    CalculateAabb(RigidTransform, float)

    Calculates the aabb.

    CalculateDistance(ColliderDistanceInput)

    Calculate the distance from another collider to this one.

    CalculateDistance(ColliderDistanceInput, ref NativeList<DistanceHit>)

    Calculates the distance.

    CalculateDistance(ColliderDistanceInput, out DistanceHit)

    Calculates the distance.

    CalculateDistance(PointDistanceInput)

    Calculate the distance from a point to this collider.

    CalculateDistance(PointDistanceInput, ref NativeList<DistanceHit>)

    Calculates the distance.

    CalculateDistance(PointDistanceInput, out DistanceHit)

    Calculates the distance.

    CalculateDistance<T>(ColliderDistanceInput, ref T)

    Calculates the distance.

    CalculateDistance<T>(PointDistanceInput, ref T)

    Calculates the distance.

    CapsuleCast(float3, float3, float, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)

    Capsule cast.

    CapsuleCast(float3, float3, float, float3, float, CollisionFilter, QueryInteraction)

    Capsule cast.

    CapsuleCastAll(float3, float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)

    Capsule cast all.

    CapsuleCastCustom<T>(float3, float3, float, float3, float, ref T, CollisionFilter, QueryInteraction)

    Capsule cast custom.

    CastCollider(ColliderCastInput)

    Cast another collider against this one.

    CastCollider(ColliderCastInput, ref NativeList<ColliderCastHit>)

    Cast collider.

    CastCollider(ColliderCastInput, out ColliderCastHit)

    Cast collider.

    CastCollider<T>(ColliderCastInput, ref T)

    Cast collider.

    CastRay(RaycastInput)

    Cast a ray against this collider.

    CastRay(RaycastInput, ref NativeList<RaycastHit>)

    Cast ray.

    CastRay(RaycastInput, out RaycastHit)

    Cast ray.

    CastRay<T>(RaycastInput, ref T)

    Cast ray.

    CheckBox(float3, quaternion, float3, CollisionFilter, QueryInteraction)

    Check box.

    CheckCapsule(float3, float3, float, CollisionFilter, QueryInteraction)

    Check capsule.

    CheckSphere(float3, float, CollisionFilter, QueryInteraction)

    Checks if a sphere overlaps this collider.

    CreateQuad(float3, float3, float3, float3)

    Creates a quad from vertices. Quad vertices must be coplanar and wound consistently.

    CreateQuad(float3, float3, float3, float3, CollisionFilter)

    Creates a quad.

    CreateQuad(float3, float3, float3, float3, CollisionFilter, Material)

    Creates a quad.

    CreateTriangle(float3, float3, float3)

    Creates a triangle.

    CreateTriangle(float3, float3, float3, CollisionFilter)

    Creates a triangle.

    CreateTriangle(float3, float3, float3, CollisionFilter, Material)

    Creates a triangle.

    GetCollisionFilter()

    Gets the collision filter.

    OverlapBox(float3, quaternion, float3, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)

    Overlap box.

    OverlapBoxCustom<T>(float3, quaternion, float3, ref T, CollisionFilter, QueryInteraction)

    Overlap box custom.

    OverlapCapsule(float3, float3, float, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)

    Overlap capsule.

    OverlapCapsuleCustom<T>(float3, float3, float, ref T, CollisionFilter, QueryInteraction)

    Overlap capsule custom.

    OverlapSphere(float3, float, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)

    Overlap sphere.

    OverlapSphereCustom<T>(float3, float, ref T, CollisionFilter, QueryInteraction)

    Overlap sphere custom.

    SetCollisionFilter(CollisionFilter)

    Sets the collision filter.

    SphereCast(float3, float, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)

    Sphere cast.

    SphereCast(float3, float, float3, float, CollisionFilter, QueryInteraction)

    Sphere cast.

    SphereCastAll(float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)

    Sphere cast all.

    SphereCastCustom<T>(float3, float, float3, float, ref T, CollisionFilter, QueryInteraction)

    Sphere cast custom.

    In This Article
    Back to top
    Copyright © 2023 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)