A Collider that can merge other Colliders together.
A CompositeCollider2D merges other Colliders together when their Collider2D.usedByComposite is set to true.
When a Collider is used by a Composite Collider, the Editor will ignore and not show the Collider2D.sharedMaterial, Collider2D.isTrigger & Collider2D.usedByComposite properties. The same properties on the CompositeCollider2D will be used instead. You should set these properties on the Composite Collider instead to merge all Colliders into the Composite Collider.
Composite Colliders can only merge BoxCollider2D and PolygonCollider2D.
edgeRadius | Controls the radius of all edges created by the Collider. |
generationType | Specifies when to generate the Composite Collider geometry. |
geometryType | Specifies the type of geometry the Composite Collider should generate. |
offsetDistance | Vertices are offset by this distance when compositing multiple physic shapes. Any vertices between shapes within this distance are combined. |
pathCount | The number of paths in the Collider. |
pointCount | Gets the total number of points in all the paths within the Collider. |
useDelaunayMesh | When the value is true, the Collider uses an additional Delaunay triangulation step to produce the Collider mesh. When the value is false, this additional step does not occur. |
vertexDistance | Controls the minimum distance allowed between generated vertices. |
GenerateGeometry | Regenerates the Composite Collider geometry. |
GetPath | Gets a path from the Collider by its index. |
GetPathPointCount | Gets the number of points in the specified path from the Collider by its index. |
enabled | 有効であれば更新され、無効であれば更新されません。 |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
attachedRigidbody | The Rigidbody2D attached to the Collider2D. |
bounciness | Get the bounciness used by the collider. |
bounds | コライダーのワールド座標のバウンディング空間 |
callbackLayers | The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D. |
composite | Get the CompositeCollider2D that is available to be attached to the collider. |
contactCaptureLayers | The layers of other Collider2D involved in contacts with this Collider2D that will be captured. |
density | 質量の計算に使用されるコライダーの密度( auto mass が有効の場合) |
errorState | The error state that indicates the state of the physics shapes the 2D Collider tried to create. (Read Only) |
excludeLayers | The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not. |
forceReceiveLayers | The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D. |
forceSendLayers | The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D. |
friction | Get the friction used by the collider. |
includeLayers | The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not. |
isTrigger | コライダーはトリガーとして設定されているかどうか |
layerOverridePriority | A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not. |
offset | コライダージオメトリのローカルでのオフセット。 |
shapeCount | The number of active PhysicsShape2D the Collider2D is currently using. |
sharedMaterial | The PhysicsMaterial2D that is applied to this collider. |
usedByComposite | Sets whether the Collider will be used or not used by a CompositeCollider2D. |
usedByEffector | コライダーが Effector をアタッチしているかどうか。 |
gameObject | このコンポーネントはゲームオブジェクトにアタッチされます。コンポーネントはいつもゲームオブジェクトにアタッチされています。 |
tag | ゲームオブジェクトのタグ |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
Cast | Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. |
ClosestPoint | Returns a point on the perimeter of this Collider that is closest to the specified position. |
CreateMesh | Creates a planar Mesh that is identical to the area defined by the Collider2D geometry. |
Distance | Calculates the minimum separation of this collider against another collider. |
GetContacts | Retrieves all contact points for this Collider. |
GetShapeHash | Generates a simple hash value based upon the geometry of the Collider2D. |
GetShapes | Gets all the PhysicsShape2D used by the Collider2D. |
IsTouching | このコライダーが コライダー に触れているかをチェックします |
IsTouchingLayers | このコライダーが指定した レイヤーマスク のコライダーに触れているかをチェックします |
OverlapCollider | Get a list of all colliders that overlap this collider. |
OverlapPoint | 空間上でコライダーがある地点を含むかチェックします |
Raycast | Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. |
BroadcastMessage | ゲームオブジェクトまたは子オブジェクトにあるすべての MonoBehaviour を継承したクラスにある methodName 名のメソッドを呼び出します。 |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
SendMessage | ゲームオブジェクトにアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します |
SendMessageUpwards | ゲームオブジェクトと親(の親、さらに親 ... )にアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |
OnCollisionEnter2D | オブジェクトのコライダーが別のコライダーに衝突したときに呼び出されます(2D 物理挙動のみ) |
OnCollisionExit2D | オブジェクトのコライダーと別のオブジェクトコライダーが衝突から離れた瞬間に呼び出されます(2D 物理挙動のみ) |
OnCollisionStay2D | オブジェクトのコライダーと別のオブジェクトのコライダーが衝突している間、毎フレーム呼び出され続けます(2D 物理挙動のみ) |
OnTriggerEnter2D | オブジェクトにアタッチしたトリガーの中に別のオブジェクトが入ったときに呼び出されます。(2D 物理挙動のみ) |
OnTriggerExit2D | トリガー状態のオブジェクトのコライダーと別のオブジェクトのコライダーが衝突から離れた瞬間に、呼び出されます。(2D 物理挙動のみ) |
OnTriggerStay2D | トリガー状態のオブジェクトのコライダーと別のオブジェクトのコライダー衝突している間、毎フレーム呼び出され続けます。(2D 物理挙動のみ) |