The Custom Collider 2D is a Collider that interacts with the 2D physics system. Unlike other Colliders, you do not configure the Collider in-Editor, instead you configure the Collider by assigning PhysicsShape2D geometry to it via the PhysicsShapeGroup2D API. You can further define the Collider by adding, removing and modifying the PhysicsShape2D
shapes. Refer to the PhysicsShape2D API documentation for more information. This also means that a Custom Collider 2D can contain an unlimited number of low-level PhysicsShape2D
and represent any type of shape, or emulate other types of Collider 2D.
PhysicsShape2D
の Custom Collider 2D への割り当ては、編集モードと再生モードのいずれでも行うことができます。編集モードで Custom Collider 2D に変更を加えた場合、割り当てられたすべての PhysicsShape2D
とそれに関連付けられる頂点が Unity シーンに保存され、シーンが読み込まれた時に CustomCollider2D
の設定は保持されたままになります。このため、編集モードのオーサリングスクリプトを使用してカスタムジオメトリを作成することができます。
再生モード中に Custom Collider 2D に変更を加えた場合、コライダーは、割り当てられた PhysicsShape2D
とそれに関連付けられる頂点に加えられた変更を保持せず、再生モードを終了するとともにすべての変更が失われます。
プロパティ | 機能 |
---|---|
Density | Change the Density value to change the mass calculations of the GameObject’s associated Rigidbody 2D. If you set the value to 0, its associated Rigidbody 2D ignores the Collider 2D for all mass calculations, including center of mass calculations. Note: This property is only available when the Rigidbody 2D component attached to the GameObject has Use Auto Mass enabled. |
Material | コリジョンのプロパティ( Friction や Bounce など)を指定する Physics Material 2D です。 |
Is Trigger | Enable this property if you want the Custom Collider 2D to behave as a trigger (refer to Colliders Overview for more information on using triggers). |
Used By Effector | Enable this property if you want the Custom Collider 2D to be used by an attached Effector 2D component. |
Offset | Collider 2D ジオメトリのローカルオフセット値を設定します。 |
Custom Shape Count (Read Only) | コライダーが PhysicsShape2D を何個使用しているかを示します。 |
Custom Vertex Count (Read Only) | コライダー内のすべての PhysicsShape2D が使用している頂点の数を示します。 |
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