Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Physics2D.GetContacts

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function GetContacts(collider: Collider2D, colliders: Collider2D[]): int;
public static int GetContacts(Collider2D collider, Collider2D[] colliders);

Parameters

collider The collider to retrieve contacts for.
colliders An array of Collider2D used to receive the results.

Returns

int Returns the number of colliders placed in the colliders array.

Description

Retrieves all colliders in contact with the collider.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static function GetContacts(collider: Collider2D, contacts: ContactPoint2D[]): int;
public static int GetContacts(Collider2D collider, ContactPoint2D[] contacts);

Parameters

collider The collider to retrieve contacts for.
contacts An array of ContactPoint2D used to receive the results.

Returns

int Returns the number of contacts placed in the contacts array.

Description

Retrieves all contact points in contact with the collider.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static function GetContacts(collider: Collider2D, contactFilter: ContactFilter2D, contacts: ContactPoint2D[]): int;
public static int GetContacts(Collider2D collider, ContactFilter2D contactFilter, ContactPoint2D[] contacts);

Parameters

collider The collider to retrieve contacts for.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contacts An array of ContactPoint2D used to receive the results.

Returns

int Returns the number of contacts placed in the contacts array.

Description

Retrieves all contact points in contact with the collider, with the results filtered by the ContactFilter2D.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static function GetContacts(collider: Collider2D, contactFilter: ContactFilter2D, colliders: Collider2D[]): int;
public static int GetContacts(Collider2D collider, ContactFilter2D contactFilter, Collider2D[] colliders);

Parameters

collider The collider to retrieve contacts for.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
colliders An array of Collider2D used to receive the results.

Returns

int Returns the number of colliders placed in the colliders array.

Description

Retrieves all colliders in contact with the collider, with the results filtered by the ContactFilter2D.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static function GetContacts(rigidbody: Rigidbody2D, contacts: ContactPoint2D[]): int;
public static int GetContacts(Rigidbody2D rigidbody, ContactPoint2D[] contacts);

Parameters

rigidbody The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
contacts An array of ContactPoint2D used to receive the results.

Returns

int Returns the number of contacts placed in the contacts array.

Description

Retrieves all contact points in contact with any of the collider(s) attached to this rigidbody.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static function GetContacts(rigidbody: Rigidbody2D, colliders: Collider2D[]): int;
public static int GetContacts(Rigidbody2D rigidbody, Collider2D[] colliders);

Parameters

rigidbody The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
colliders An array of Collider2D used to receive the results.

Returns

int Returns the number of colliders placed in the colliders array.

Description

Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static function GetContacts(rigidbody: Rigidbody2D, contactFilter: ContactFilter2D, contacts: ContactPoint2D[]): int;
public static int GetContacts(Rigidbody2D rigidbody, ContactFilter2D contactFilter, ContactPoint2D[] contacts);

Parameters

rigidbody The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contacts An array of ContactPoint2D used to receive the results.

Returns

int Returns the number of contacts placed in the contacts array.

Description

Retrieves all contact points in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static function GetContacts(rigidbody: Rigidbody2D, contactFilter: ContactFilter2D, colliders: Collider2D[]): int;
public static int GetContacts(Rigidbody2D rigidbody, ContactFilter2D contactFilter, Collider2D[] colliders);

Parameters

rigidbody The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
colliders An array of Collider2D used to receive the results.

Returns

int Returns the number of colliders placed in the colliders array.

Description

Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.

Did you find this page useful? Please give it a rating: