struct in UnityEngine
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A set of parameters for filtering contact results.
Use a contact filter to precisely control which contact results get returned. This removes the need to filter the results later, is faster, and more convenient.
If you are using a function that requires a ContactFilter2D, but you don't want to perform any filtering, then use ContactFilter2D.NoFilter.
For more information on using ContactFilter2D with casting, see: Physics2D.CircleCast, Physics2D.BoxCast, Physics2D.CapsuleCast, Physics2D.Linecast, Physics2D.Raycast, Collider2D.Raycast, Collider2D.Cast and Rigidbody2D.Cast.
For more information on using ContactFilter2D with overlapping areas, see: Physics2D.OverlapPoint, Physics2D.OverlapCircle, Physics2D.OverlapBox, Physics2D.OverlapArea, Physics2D.OverlapCapsule, Physics2D.OverlapCollider, Rigidbody2D.OverlapCollider and Collider2D.OverlapCollider.
For more information on using ContactFilter2D with contacts, see: Physics2D.GetContacts, Collider2D.GetContacts, Rigidbody2D.GetContacts, Physics2D.IsTouching, Rigidbody2D.IsTouching and Collider2D.IsTouching.
|isFiltering||Given the current state of the contact filter, determine whether it would filter anything.|
|layerMask||Sets the contact filter to filter the results that only include Collider2D on the layers defined by the layer mask.|
|maxDepth||Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) less than this value.|
|maxNormalAngle||Sets the contact filter to filter the results to only include contacts with collision normal angles that are less than this angle.|
|minDepth||Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) greater than this value.|
|minNormalAngle||Sets the contact filter to filter the results to only include contacts with collision normal angles that are greater than this angle.|
|useDepth||Sets the contact filter to filter the results by depth using minDepth and maxDepth.|
|useLayerMask||Sets the contact filter to filter results by layer mask.|
|useNormalAngle||Sets the contact filter to filter the results by the collision's normal angle using minNormalAngle and maxNormalAngle.|
|useOutsideDepth||Sets the contact filter to filter within the minDepth and maxDepth range, or outside that range.|
|useOutsideNormalAngle||Sets the contact filter to filter within the minNormalAngle and maxNormalAngle range, or outside that range.|
|useTriggers||Sets to filter contact results based on trigger collider involvement.|
|ClearDepth||Turns off depth filtering by setting useDepth to false. The associated values of minDepth and maxDepth are not changed.|
|ClearLayerMask||Turns off layer mask filtering by setting useLayerMask to false. The associated value of layerMask is not changed.|
|ClearNormalAngle||Turns off normal angle filtering by setting useNormalAngle to false. The associated values of minNormalAngle and maxNormalAngle are not changed.|
|IsFilteringDepth||Checks if the Transform for obj is within the depth range to be filtered.|
|IsFilteringLayerMask||Checks if the GameObject.layer for obj is included in the layerMask to be filtered.|
|IsFilteringNormalAngle||Checks if the angle of normal is within the normal angle range to be filtered.|
|IsFilteringTrigger||Checks if the collider is a trigger and should be filtered by the useTriggers to be filtered.|
|NoFilter||Sets the contact filter to not filter any ContactPoint2D.|
|SetDepth||Sets the minDepth and maxDepth filter properties and turns on depth filtering by setting useDepth to true.|
|SetLayerMask||Sets the layerMask filter property using the layerMask parameter provided and also enables layer mask filtering by setting useLayerMask to true.|
|SetNormalAngle||Sets the minNormalAngle and maxNormalAngle filter properties and turns on normal angle filtering by setting useNormalAngle to true.|
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