struct in UnityEngine
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
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
Details about a specific point of contact involved in a 2D physics collision.
A contact point describes a point of intersection between two Collider2D. ContactPoint2D can only exist on Collider2D that are not set to be triggers as triggers do not define contact points.
See Also: Collider2D.isTrigger, Physics2D.GetContacts, Rigidbody2D.GetContacts, Collider2D.GetContacts and Collision2D.
|collider||The incoming Collider2D involved in the collision with the otherCollider.|
|enabled||Indicates whether the collision response or reaction is enabled or disabled.|
|normal||Surface normal at the contact point.|
|normalImpulse||Gets the impulse force applied at the contact point along the ContactPoint2D.normal.|
|otherCollider||The other Collider2D involved in the collision with the collider.|
|otherRigidbody||The other Rigidbody2D involved in the collision with the rigidbody.|
|point||The point of contact between the two colliders in world space.|
|relativeVelocity||Gets the relative velocity of the two colliders at the contact point (Read Only).|
|rigidbody||The incoming Rigidbody2D involved in the collision with the otherRigidbody.|
|separation||Gets the distance between the colliders at the contact point.|
|tangentImpulse||Gets the impulse force applied at the contact point which is perpendicular to the ContactPoint2D.normal.|