The Edge Collider 2D component is a Collider 2D that interacts with the 2D physics system. The collider’s shape is an edge made of line segments that you can adjust to fit the shape of a sprite or any other shape freel6. The collider’s start and end points don’t need to meet or enclose an area to function (unlike the Polygon Collider 2D), and can form a straight line or other single edge shapes.
| 属性 | 功能 | |
|---|---|---|
| Edit Collider | Select Edit Collider |
|
| Material | Select the Physics Material 2D that determines properties of collisions, such as friction and bounce. | |
| Is Trigger | Enable this if you want this Collider 2D to behave as a trigger. The physics system ignores this Collider when this is enabled. | |
| Used by Effector | Enable this if you want the Collider 2D to be used by an attached Effector 2D. | |
| Offset | Set the local offset values of the Collider 2D geometry. | |
| Edge Radius | 设置一个值,以形成围绕碰撞体边界的半径。这会产生一个具有圆凸角的更大 2D 碰撞体。默认值为 0(没有半径)。 | |
| Points | Expand to view read-only information about the complexity of the generated Collider. | |
| Use Adjacent Start Point | Enable this property to calculate the collision response using the Adjacent Start Point to form the collision normal when a collision occurs at the Edge Collider’s start point. | |
| Adjacent Start Point X/Y | Set the x and y-coordinates of the Adjacent Start Point. | |
| Use Adjacent End Point | Enable this property to calculate the collision response using the Adjacent End Point to form the collision normal when a collision occurs at the Edge Collider’s end point. | |
| Adjacent End Point X/Y | Set the x and y-coordinates of the Adjacent End Point. | |
| Layer Overrides | Expand for the Layer override settings. | |
| Layer Override Priority | Assign the decision priority that this Collider2D uses when resolving conflicting decisions on whether a contact between itself and another Collision2D should happen or not. Refer to its API page for more information. | |
| Include Layers | Select the additional Layers that this Collider 2D should include when deciding if a contact with another Collider2D should happen or not. Refer to its API documentation for more information. | |
| Exclude Layers | Select the additional Layers that this Collider 2D should exclude when deciding if a contact with another Collider2D should happen or not. Refer to its API documentation for more information. | |
| Force Send Layers | Select the Layers that this Collider 2D is allowed to send forces to during a Collision contact with another Collider2D. Refer to its API documentation for more information. | |
| Force Receive Layers | Select the Layers that this Collider 2D can receive forces from during a Collision contact with another Collider2D. Refer to its API documentation for more information. | |
| Contract Capture Layers | Select the Layers of other Collider 2D, involved in contacts with this Collider2D, that will be captured. Refer to its API documentation for more information. | |
| Callback Layers | Select the Layers that this Collider 2D, during a contact with another Collider2D, will report collision or trigger callbacks for. Refer to its API documentation for more information. | |
The actions and shortcuts available when Edit Collider is enabled.
| 操作 | 功能 |
|---|---|
| Click and drag vertex or edge. | 将选定的顶点和边移动到不同的位置。 |
| 单击边上的任意位置。 | 通过单击边上的空白区域创建一个新顶点。 |
| Hold the Ctrl(macOS:Cmd) key and select a vertex or edge. | 删除选定的顶点或边。 |
EdgeCollider2D