Version: 2022.3
言語: 日本語
public static void IgnoreCollision (Collider2D collider1, Collider2D collider2, bool ignore= true);

パラメーター

collider1 The first Collider to compare to collider2.
collider2 The second Collider to compare to collider1.
ignore collider1collider2 のペア間の衝突/トリガーを検知するか無視するようにします

説明

collider1collider2 のペア間の衝突/トリガーを検知するか無視するようにします

Ignoring collisions refers to any type of interaction between the selected Colliders i.e. no collision or trigger interaction will occur. Collision layers are first checked to see the two layers can interact and if not then no interactions take place. Following that, ignoring specific Colliders interactions will occur.

IgnoreCollision にはいくつかの制約があります:

1) It is not persistent. This means that the ignore collision state will not be stored in the editor when saving a Scene. 2) You can only apply the ignore collision to Colliders in active game objects. When deactivating the Collider the IgnoreCollision state will be lost and you have to call Physics2D.IgnoreCollision again. See Also: Physics2D.GetIgnoreCollision, Physics2D.IgnoreLayerCollision.

using UnityEngine;

public class Example : MonoBehaviour { // Instantiate a bullet and make it ignore collisions with this object.

Transform bulletPrefab;

void Start() { var bullet = Instantiate(bulletPrefab) as Transform; Physics2D.IgnoreCollision(bullet.GetComponent<Collider2D>(), GetComponent<Collider2D>()); } }