pub struct CustomCollider2D {Show 16 fields
pub m_CustomShapes: PhysicsShapeGroup2D,
pub m_Density: f32,
pub m_Enabled: u8,
pub m_GameObject: PPtr,
pub m_IsTrigger: bool,
pub m_Material: PPtr,
pub m_Offset: Vector2f,
pub m_UsedByComposite: bool,
pub m_UsedByEffector: bool,
pub m_CallbackLayers: Option<BitField>,
pub m_ContactCaptureLayers: Option<BitField>,
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>,
}
Expand description
CustomCollider2D is a class of the Unity engine since version 2021.2.0b1. Exert from Unity’s scripting documentation: Represents a Collider2D that is configured by assigning PhysicsShape2D geometry to it via a PhysicsShapeGroup2D. Unlike all other Collider2D which are defined indirectly by controlling geometric parameters such as the size of a Box or the radius of a Circle, here the CustomCollider2D is defined entirely by adding, removing and modifying PhysicsShape2D. This results in a fully customized Collider2D containing an unlimited number of low-level PhysicsShape2D which can represent any type of shape or shapes, or emulate any other existing Collider2D such as the CircleCollider2D, BoxCollider2D, CapsuleCollider2D, EdgeCollider2D, CompositeCollider2D or TilemapCollider2D.Alongside the customized geometry, there is full support for all existing Collider2D functionality such as triggers, physics materials, queries etc.When assigning PhysicsShape2D to the CustomCollider2D, you can do so either during Edit mode or Play mode.When modifying the CustomCollider2D during Edit mode, all assigned PhysicsShape2D and associated vertices will be saved with the Unity Scene. When the Unity Scene is loaded again, the CustomCollider2D will maintain its configuration. In this way, it acts like any other Collider2D that you make changes to during Edit mode. Using this ability, Edit mode authoring scripts can be used to create custom geometry.When modifing the CustomCollider2D during Play mode, all assigned PhysicsShape2D and associated vertices will be lost when exiting Play mode. This acts like any other Collider2D.
Fields§
§m_CustomShapes: PhysicsShapeGroup2D
§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
>: (2021.2.0b1 - 2022.3.2f1)
m_IsTrigger: bool
Is this collider configured as a trigger?
m_Material: PPtr
PPtr<PhysicsMaterial2D
>: (2021.2.0b1 - 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_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_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_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)