CompositeCollider2D

Struct CompositeCollider2D 

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pub struct CompositeCollider2D {
Show 24 fields pub m_ColliderPaths: Vec<SubCollider>, pub m_CompositePaths: Polygon2D, pub m_Density: f32, pub m_Enabled: u8, pub m_GameObject: PPtr, pub m_GenerationType: i32, pub m_GeometryType: i32, pub m_IsTrigger: bool, pub m_Material: PPtr, pub m_Offset: Vector2f, pub m_UsedByComposite: bool, pub m_UsedByEffector: bool, pub m_VertexDistance: f32, pub m_CallbackLayers: Option<BitField>, pub m_CompositeGameObject: Option<PPtr>, pub m_ContactCaptureLayers: Option<BitField>, pub m_EdgeRadius: Option<f32>, pub m_ExcludeLayers: Option<BitField>, pub m_ForceReceiveLayers: Option<BitField>, pub m_ForceSendLayers: Option<BitField>, pub m_IncludeLayers: Option<BitField>, pub m_LayerOverridePriority: Option<i32>, pub m_OffsetDistance: Option<f32>, pub m_UseDelaunayMesh: Option<bool>,
}
Expand description

CompositeCollider2D is a class of the Unity engine since version 5.6.0b1. Exert from Unity’s scripting documentation: 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.

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§m_ColliderPaths: Vec<SubCollider>§m_CompositePaths: Polygon2D§m_Density: f32

The density of the collider used to calculate its mass (when auto mass is enabled).

§m_Enabled: u8

Enabled Behaviours are Updated, disabled Behaviours are not.

§m_GameObject: PPtr

The game object this component is attached to. A component is always attached to a game object. PPtr<GameObject>: (5.6.0b1 - 2022.3.2f1)

§m_GenerationType: i32

Specifies when to generate the Composite Collider geometry.

§m_GeometryType: i32

Specifies the type of geometry the Composite Collider should generate.

§m_IsTrigger: bool

Is this collider configured as a trigger?

§m_Material: PPtr

PPtr<PhysicsMaterial2D>: (5.6.0b1 - 2022.3.2f1)

§m_Offset: Vector2f

The local offset of the collider geometry.

§m_UsedByComposite: bool

Sets whether the Collider will be used or not used by a CompositeCollider2D.

§m_UsedByEffector: bool

Whether the collider is used by an attached effector or not.

§m_VertexDistance: f32

Controls the minimum distance allowed between generated vertices.

§m_CallbackLayers: Option<BitField>

The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_CompositeGameObject: Option<PPtr>

PPtr<GameObject>: (2022.1.18f1 - 2022.3.2f1)

§m_ContactCaptureLayers: Option<BitField>

The layers of other Collider2D involved in contacts with this Collider2D that will be captured. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_EdgeRadius: Option<f32>

Controls the radius of all edges created by the Collider. f32: (5.6.0f1 - 2022.3.2f1)

§m_ExcludeLayers: Option<BitField>

The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_ForceReceiveLayers: Option<BitField>

The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_ForceSendLayers: Option<BitField>

The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_IncludeLayers: Option<BitField>

The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_LayerOverridePriority: Option<i32>

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. i32: (2022.2.0b1 - 2022.3.2f1)

§m_OffsetDistance: Option<f32>

Vertices are offset by this distance when compositing multiple physic shapes. Any vertices between shapes within this distance are combined. f32: (2019.1.3f1 - 2022.3.2f1)

§m_UseDelaunayMesh: Option<bool>

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. bool: (2022.1.0b1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for CompositeCollider2D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for CompositeCollider2D

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for CompositeCollider2D

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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