Distance
Calculates the minimum distance between two Colliders.
Read time 2 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.Physics2DModule
Distance(Collider2D, Collider2D)
Calculates the minimum distance between two Colliders.
public static ColliderDistance2D Distance(Collider2D colliderA, Collider2D colliderB)
Parameters
A Collider used to calculate the minimum distance against .
colliderBA Collider used to calculate the minimum distance against .
colliderAReturns
Type | Description |
|---|---|
| ColliderDistance2D | The minimum distance between |
Remarks
A valid and must be provided for the returned ColliderDistance2D to be valid i.e. both or should not be NULL, should not be disabled and must contain collision shapes. You can check if the returned value is valid by checking ColliderDistance2D.isValid.
colliderAcolliderBcolliderAcolliderBAdditional Resources: Collider2D.Distance and Rigidbody2D.Distance.
Distance(Collider2D, Vector2, float, Collider2D, Vector2, float)
Calculates the minimum distance between two Colliders.
public static ColliderDistance2D Distance(Collider2D colliderA, Vector2 positionA, float angleA, Collider2D colliderB, Vector2 positionB, float angleB)
Parameters
A Collider used to calculate the minimum distance against .
colliderBThe position to use for .
colliderAThe rotation to use for .
colliderAA Collider used to calculate the minimum distance against .
colliderAThe position to use for .
colliderBThe rotation to use for .
colliderBReturns
Type | Description |
|---|---|
| ColliderDistance2D | The minimum distance between |
Remarks
A valid and must be provided for the returned ColliderDistance2D to be valid i.e. both or should not be NULL, should not be disabled and must contain collision shapes. You can check if the returned value is valid by checking ColliderDistance2D.isValid.
colliderAcolliderBcolliderAcolliderBNOTE: The positions and angles used here represent the position of the Rigidbody2D the respective Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will use the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.
Additional Resources: Collider2D.Distance and Rigidbody2D.Distance.