collider1 | The first Collider to compare to collider2 . |
collider2 | The second Collider to compare to collider1 . |
ignore | 是否应忽略 collider1 与 collider2 之间的碰撞/触发器。 |
使碰撞检测系统忽略 collider1
与 collider2
之间的所有碰撞/触发器。
Ignoring collisions refers to any type of interaction between the selected Colliders i.e. no collision or trigger interaction will occur. Collision layers are first checked to see the two layers can interact and if not then no interactions take place. Following that, ignoring specific Colliders interactions will occur.
IgnoreCollision 有一些限制:
1) 它不是持久的。这意味着保存场景时忽略碰撞状态将不会存储在编辑器中。
2) You can only apply the ignore collision to Colliders in active game objects.
When deactivating the Collider the IgnoreCollision state will be lost and you have to call Physics2D.IgnoreCollision again.
Additional resources: Physics2D.GetIgnoreCollision, Physics2D.IgnoreLayerCollision.
using UnityEngine;
public class Example : MonoBehaviour { // Instantiate a bullet and make it ignore collisions with this object.
Transform bulletPrefab;
void Start() { var bullet = Instantiate(bulletPrefab) as Transform; Physics2D.IgnoreCollision(bullet.GetComponent<Collider2D>(), GetComponent<Collider2D>()); } }
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