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Physics2D.IgnoreCollision

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public static function IgnoreCollision(collider1: Collider2D, collider2: Collider2D, ignore: bool = true): void;
public static void IgnoreCollision(Collider2D collider1, Collider2D collider2, bool ignore = true);

Parameters

collider1 The first collider to compare to collider2.
collider2 The second collider to compare to collider1.
ignore Whether collisions/triggers between collider1 and collider2 should be ignored or not.

Description

Makes the collision detection system ignore all collisions/triggers between collider1 and collider2.

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 has a few limitations: 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.

// Instantiate a bullet and make it ignore collisions with this object.

var bulletPrefab : Transform;

function Start () { var bullet = Instantiate(bulletPrefab) as Transform; Physics2D.IgnoreCollision(bullet.GetComponent.<Collider2D>(), GetComponent.<Collider2D>()); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform bulletPrefab; void Start() { Transform bullet = Instantiate(bulletPrefab) as Transform; Physics2D.IgnoreCollision(bullet.GetComponent<Collider2D>(), GetComponent<Collider2D>()); } }