public static bool IsTouching (Collider2D collider1, Collider2D collider2);

Parameters

collider1The Collider to check if it is touching collider2.
collider2The Collider to check if it is touching collider1.

Returns

bool Whether collider1 is touching collider2 or not.

Description

Checks whether the passed Colliders are in contact or not.

It is important to understand that checking whether Colliders are touching or not is performed against the last physics engine update; that is the state of touching Colliders at that time. If you have just added a new Collider2D or have moved a Collider2D but a physics update has not yet taken place then the Colliders will not be shown as touching. This function returns the same collision results as the physics collision or trigger callbacks.


public static bool IsTouching (Collider2D collider, ContactFilter2D contactFilter);

Parameters

ColliderThe Collider to check if it is touching any other Collider filtered by the contactFilter.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

Returns

bool Whether the Collider is touching any other Collider filtered by the contactFilter or not.

Description

Checks whether the passed Colliders are in contact or not.

It is important to understand that checking whether Colliders are touching or not is performed against the last physics engine update; that is the state of touching Colliders at that time. If you have just added a new Collider2D or have moved a Collider2D but a physics update has not yet taken place then the Colliders will not be shown as touching. This function returns the same collision results as the physics collision or trigger callbacks.


public static bool IsTouching (Collider2D collider1, Collider2D collider2, ContactFilter2D contactFilter);

Parameters

collider1The Collider to check if it is touching collider2.
collider2The Collider to check if it is touching collider1.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

Returns

bool Whether collider1 is touching collider2 or not.

Description

Checks whether the passed Colliders are in contact or not.

It is important to understand that checking whether Colliders are touching or not is performed against the last physics engine update; that is the state of touching Colliders at that time. If you have just added a new Collider2D or have moved a Collider2D but a physics update has not yet taken place then the Colliders will not be shown as touching. This function returns the same collision results as the physics collision or trigger callbacks.