I have a little problem with BoxCollider2D. When I do this:
BoxCollider2D
bool someBool = someBounds.Contains(somePoint);
I get the expected result when the body has no rotation, as in picture 1. (the red area is where somePoint makes someBool true) And when the body is rotated, somePoint makes someBool true everywhere inside the red area (Fig. 2). I do not want this behavior. I want the dot to return to the green area (Figure 3).
To achieve your goal, use BoxCollider2D.OverlapPointas follows:
BoxCollider2D.OverlapPoint
bool overlaps = myBoxCollider2D.OverlapPoint (somePoint);
bounds of BoxCollider2D , AABB - " ", , 1. , 1 2 .
bounds
: BoxCollider2D , Bounds, Bounds, , .
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