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Unity - Scripting API: BoxCollider2D

BoxCollider2D

class in UnityEngine

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Inherits from:Collider2D

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Implemented in:UnityEngine.Physics2DModule

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Description

Collider for 2D physics representing an axis-aligned rectangle.

Additional resources: CircleCollider2D, PolygonCollider2D, EdgeCollider2D.

Properties Property Description autoTiling Determines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties. edgeRadius Controls the radius of all edges created by the collider. size The width and height of the rectangle. Inherited Members Properties Property Description enabled Enabled Behaviours are Updated, disabled Behaviours are not. isActiveAndEnabled Checks whether a component is enabled, attached to a GameObject that is active in the hierarchy, and the component's OnEnable has been called. attachedRigidbody The Rigidbody2D attached to the Collider2D. bounceCombine The bounciness combine mode used by the Collider2D. bounciness The bounciness used by the Collider2D. bounds The world space bounding area of the collider. 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. compositeCapable Indicates if this Collider2D is capable of being composited by the CompositeCollider2D. compositeOperation The composite operation to be used by a CompositeCollider2D. compositeOrder The composite operation order to be used when a CompositeCollider2D is used. contactCaptureLayers The layers of other Collider2D involved in contacts with this Collider2D that will be captured. contactMask Calculates the effective LayerMask that the Collider2D will use when determining if it can contact another Collider2D. density The density of the collider used to calculate its mass (when auto mass is enabled). 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 The friction used by the Collider2D. frictionCombine The friction combine mode used by the Collider2D. includeLayers The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not. isTrigger Is this collider configured as a trigger? 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. localToWorldMatrix The transformation matrix used to transform the Collider physics shapes to world space. offset The local offset of the collider geometry. shapeCount The number of active PhysicsShape2D the Collider2D is currently using. sharedMaterial The PhysicsMaterial2D that is applied to this collider. usedByEffector Whether the collider is used by an attached effector or not. gameObject The game object this component is attached to. A component is always attached to a game object. tag The tag of this game object. transform The Transform attached to this GameObject. hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description CanContact This method determines if both Colliders can ever come into contact. 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. GetShapeBounds Retrieves a list of Bounds for all PhysicsShape2D created by this Collider2D, and returns the combined Bounds of the retrieved list. GetShapeHash Generates a simple hash value based upon the geometry of the Collider2D. GetShapes Gets all the PhysicsShape2D used by the Collider2D. IsTouching Check whether this collider is touching the collider or not. IsTouchingLayers Checks whether this collider is touching any colliders on the specified layerMask or not. Overlap Get a list of all Colliders that overlap this Collider. OverlapPoint Check if a collider overlaps a point in space. Raycast Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children. 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. GetComponentIndex Gets the index of the component on its parent 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 Calls the method named methodName on every MonoBehaviour in this game object. SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. 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. Static Methods Method Description 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. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object. Messages Message Description OnCollisionEnter2D Sent when an incoming collider makes contact with this object's collider (2D physics only). OnCollisionExit2D Sent when a collider on another object stops touching this object's collider (2D physics only). OnCollisionStay2D Sent each frame where a collider on another object is touching this object's collider (2D physics only). OnTriggerEnter2D Sent when another object enters a trigger collider attached to this object (2D physics only). OnTriggerExit2D Sent when another object leaves a trigger collider attached to this object (2D physics only). OnTriggerStay2D Sent each frame where another object is within a trigger collider attached to this object (2D physics only).

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