Represents an efficient low-level physics shape used by the physics engine.
A Collider2D is a high-level representation of physics geometry that produces low-level PhysicsShape2D geometry that the physics engine understands. A PhysicsShape2D can represent any shape type as defined by PhysicsShapeType2D.
See Also: PhysicsShapeGroup2D.
| adjacentEnd | Defines the position of a virtual point adjacent to the end vertex of an edge shape. |
| adjacentStart | Defines the position of a virtual point adjacent to the start vertex of an edge shape. |
| radius | 図形の大きさ |
| shapeType | The shape type determines how the vertices and radius are used by this PhysicsShape2D. |
| useAdjacentEnd | When the value is true, then the shape will use the adjacentEnd feature. When the value is false, then the shape will not use the adjacentEnd feature. |
| useAdjacentStart | When the value is true, then the shape will use the adjacentStart feature. When the value is false, then the shape will not use the adjacentStart feature. |
| vertexCount | The total number of vertices used to represent the shape type. |
| vertexStartIndex | The start index for the geometry of this shape within the PhysicsShapeGroup2D. |