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


collider1Any collider.
collider2Another collider you want to have collider1 to start or stop ignoring collisions with.
ignoreWhether or not the collisions between the two colliders should be ignored or not.


Makes the collision detection system ignore all collisions between collider1 and collider2.

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

Note that IgnoreCollision is not persitent. This means ignore collision state will not be stored in the editor when saving a scene.

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>()); } }