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Unity Engine


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

colliderA

A Collider used to calculate the minimum distance against
colliderB
.

colliderB

A Collider used to calculate the minimum distance against
colliderA
.

Returns

Type

Description

ColliderDistance2DThe minimum distance between
colliderA
and
colliderB
.

Remarks

A valid
colliderA
and
colliderB
must be provided for the returned ColliderDistance2D to be valid i.e. both
colliderA
or
colliderB
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.
Additional 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

colliderA

A Collider used to calculate the minimum distance against
colliderB
.

positionA

The position to use for
colliderA
.

angleA

The rotation to use for
colliderA
.

colliderB

A Collider used to calculate the minimum distance against
colliderA
.

positionB

The position to use for
colliderB
.

angleB

The rotation to use for
colliderB
.

Returns

Type

Description

ColliderDistance2DThe minimum distance between
colliderA
and
colliderB
.

Remarks

A valid
colliderA
and
colliderB
must be provided for the returned ColliderDistance2D to be valid i.e. both
colliderA
or
colliderB
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.
NOTE: 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.