# IsTouching

> Check whether this collider is touching the collider or not.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.3/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

## IsTouching(Collider2D)

Check whether this collider is touching the `collider` or not.

```csharp
public bool IsTouching(Collider2D collider)
```

### Parameters

**** (\[Collider2D]\(/engine/6000.3/script-reference/unityengine/collider2d)): The collider to check if it is touching this collider.

### Returns

| Type                                                          | Description                                              |
| ------------------------------------------------------------- | -------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Whether this collider is touching the `collider` or not. |

### Remarks

It is important to understand that checking whether colliders are touching or not is performed against the last physics system update; that is the state of touching colliders at that time. If you have just added a new [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) or have moved a [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) but a physics update has not yet taken place then the colliders will not be shown as touching. This function returns the same collision results as the physics collision or trigger callbacks.

## IsTouching(Collider2D, ContactFilter2D)

Check whether this collider is touching the `collider` or not with the results filtered by the `contactFilter`.

```csharp
public bool IsTouching(Collider2D collider, ContactFilter2D contactFilter)
```

### Parameters

**** (\[Collider2D]\(/engine/6000.3/script-reference/unityengine/collider2d)): The collider to check if it is touching this collider.**** (\[ContactFilter2D]\(/engine/6000.3/script-reference/unityengine/contactfilter2d)): The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

### Returns

| Type                                                          | Description                                              |
| ------------------------------------------------------------- | -------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Whether this collider is touching the `collider` or not. |

### Remarks

It is important to understand that checking whether colliders are touching or not is performed against the last physics system update; that is the state of touching colliders at that time. If you have just added a new [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) or have moved a [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) but a physics update has not yet taken place then the colliders will not be shown as touching. This function returns the same collision results as the physics collision or trigger callbacks.

## IsTouching(ContactFilter2D)

Check whether this collider is touching other colliders or not with the results filtered by the `contactFilter`.

```csharp
public bool IsTouching(ContactFilter2D contactFilter)
```

### Parameters

**** (\[ContactFilter2D]\(/engine/6000.3/script-reference/unityengine/contactfilter2d)): The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

### Returns

| Type                                                          | Description                                              |
| ------------------------------------------------------------- | -------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Whether this collider is touching the `collider` or not. |

### Remarks

It is important to understand that checking whether colliders are touching or not is performed against the last physics system update; that is the state of touching colliders at that time. If you have just added a new [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) or have moved a [Collider2D](/engine/6000.3/script-reference/unityengine/collider2d.md) but a physics update has not yet taken place then the colliders will not be shown as touching. This function returns the same collision results as the physics collision or trigger callbacks.
