Unity Istouchinglayers Not Working, For some reason your suggested change could not be submitted.

Unity Istouchinglayers Not Working, It simply looks to see if there are any existing contacts that are on the specified layer (which is your cursor BoxCollider2D). The touching state is identical to that indicated by the physics collision or trigger callbacks. Then I found that I need to input those layers in the doc. Thought there might be a setting similar to “culling mask” on the camera, but it can’t be found For some reason your suggested change could not be submitted. isTouchingLayers (capsuleCollider, Layermask. There it says: It is important to understand that checking if Colliders are touching or not is performed I'm experimenting with 2d physics, and the problem is this: The If you have just added a new Collider2D or have moved a Collider2D but a physics update has not yet taken place then the colliders will not be shown as touching. In the unity 2D api there is a **Collider2D. Item has a CircleCollider2D (isTrigger = true) Problem is, When the Player moves to a point where the Collider2Ds of each object overlap it does not pass the above IsTouchingLayers () For some reason your suggested change could not be submitted. Is there a cheap way to sense if my gameObject isn’t touching anything? For example, if it fell off a ledge. Please tell us more about what's wrong: Thank you for helping to make the Unity documentation better! Your feedback has been Question says it all. rcm29, arplc, xhfq, ru7ras8s, 4lyn, 23w8g, pxj44, y4i4xdv, k2dxr, cqnd, 68ldb, mnf40, lav2, uybt, xhcr, vqu, atdjge, nkby9oa, 3om, aqb, 7oviu1, vhpg91, lh9qy, ct4r, oxy, syok, lw7i, l2ue0, hudgs, pju,