Version: 2022.2
言語: 日本語

PhysicsShape2D

struct in UnityEngine

マニュアルに切り替える

説明

Represents an efficient low-level physics shape used by the physics engine.

A Collider2D is a high-level representation of physics geometry that produces low-level PhysicsShape2D geometry that the physics engine understands. A PhysicsShape2D can represent any shape type as defined by PhysicsShapeType2D.

See Also: PhysicsShapeGroup2D.

変数

adjacentEndDefines the position of a virtual point adjacent to the end vertex of an edge shape.
adjacentStartDefines the position of a virtual point adjacent to the start vertex of an edge shape.
radius図形の大きさ
shapeTypeThe shape type determines how the vertices and radius are used by this PhysicsShape2D.
useAdjacentEndWhen the value is true, then the shape will use the adjacentEnd feature. When the value is false, then the shape will not use the adjacentEnd feature.
useAdjacentStartWhen the value is true, then the shape will use the adjacentStart feature. When the value is false, then the shape will not use the adjacentStart feature.
vertexCountThe total number of vertices used to represent the shape type.
vertexStartIndexThe start index for the geometry of this shape within the PhysicsShapeGroup2D.