All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D.
A contact is a pair of Colliders that either touch or overlap. Note: Unity creates contact pairs per Collider pair once the distance between them is below a certain user configurable limit. As such, you might see contacts generated for Rigidbody components that are not yet touching or ...
Ensures that all collisions are detected when a Rigidbody2D moves. When using this mode, the collision detection system will detect all collisions in the path that a Rigidbody2D moves along therefore preventing colliders attached to the rigidbody passing through other colliders at higher speeds. ...
Physics: Physics overlap queries are not consistent when used against convex Mesh Colliders with a very small scale (1377578) Quality of Life: [Mac] Shortcut manager ignores Control modifier (1425117) Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at bui...
Box colliders are great for objects shaped like squares or rectangles, or when you simply want to detect collisions in a square area. Think of a platform you can stand on—this is a good example of a box collider. Simply adding this component to your game object allows you to take ...
Box colliders are great for objects shaped like squares or rectangles, or when you simply want to detect collisions in a square area. Think of a platform you can stand on—this is a good example of a box collider. Simply adding this component to your game object allows you to take ...
If such GameObjects or their parent GameObjects have Rigidbody components, the Colliders will not count as Static Colliders. Those Colliders are instead referred to as Compound Colliders. These help to arrange multiple Colliders of a body in a convenient way, rather than having all the ...
Added Selection.assetGUIDs for getting the current selected assets in the Project Browser. It also returns the folder selection in the first column in the Project Browser (in Two Column mode) which is not part of the main selection.
Begin detecting the first object of the chain on touch. There are different logics for detecting objects out of which I have explained about circle overlapping. Vector3cameraPosition=Camera.main.ScreenToWorldPoint(Input.mousePosition); Collider2D[]others=Physics2D.OverlapCircleAll(cameraPosition,1); ...
It will not detect colliders on child objects so you have to add Rigidbody components manually accordingly. SkeletonRenderer.OnPostProcessVertices is a new callback that gives you a reference to the MeshGenerator after it has generated a mesh from the current skeleton pose. You can ac...