Version: 2018.4
public static void IgnoreCollision (Collider collider1, Collider collider2, bool ignore= true);


collider1Starting point of the collider.
collider2End point of the collider.
ignoreIgnore collision.


2 つのコライダーの衝突判定を無効化します

This is useful, say, for preventing projectiles from colliding with the object that fires them.

Note that IgnoreCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. IgnoreCollision has a few limitations:

1) It is not persistent. This means ignore collision state will not be stored in the editor when saving a Scene.
2) 有効なゲームオブジェクトにしか IgnoreCollision を適用できません。

See Also: Physics.IgnoreLayerCollision.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform bulletPrefab;

void Start() { Transform bullet = Instantiate(bulletPrefab) as Transform; Physics.IgnoreCollision(bullet.GetComponent<Collider>(), GetComponent<Collider>()); } }