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Physics2D.GetContacts

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

Parameters

colliderThe collider to retrieve contacts for.
collidersAn 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 int GetContacts(Collider2D collider, ContactPoint2D[] contacts);

Parameters

colliderThe collider to retrieve contacts for.
contactsAn 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.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points.

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 int GetContacts(Collider2D collider, ContactFilter2D contactFilter, ContactPoint2D[] contacts);

Parameters

colliderThe collider to retrieve contacts for.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contactsAn 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.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points. This is true even if the contactFilter has its ContactFilter2D.useTriggers set to true.

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 int GetContacts(Collider2D collider, ContactFilter2D contactFilter, Collider2D[] colliders);

Parameters

colliderThe collider to retrieve contacts for.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
collidersAn 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 int GetContacts(Collider2D collider1, Collider2D collider2, ContactFilter2D contactFilter, ContactPoint2D[] contacts);

Parameters

collider1The collider to check if it has contacts against collider2.
collider2The collider to check if it has contacts against collider1.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contactsAn 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 for contacts between with the collider1 and collider2, with the results filtered by the ContactFilter2D.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points. This is true even if the contactFilter has its ContactFilter2D.useTriggers set to true.

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 int GetContacts(Rigidbody2D rigidbody, ContactPoint2D[] contacts);

Parameters

rigidbodyThe rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
contactsAn 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.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points.

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 int GetContacts(Rigidbody2D rigidbody, Collider2D[] colliders);

Parameters

rigidbodyThe rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
collidersAn 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 int GetContacts(Rigidbody2D rigidbody, ContactFilter2D contactFilter, ContactPoint2D[] contacts);

Parameters

rigidbodyThe rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contactsAn 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.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points. This is true even if the contactFilter has its ContactFilter2D.useTriggers set to true.

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 int GetContacts(Rigidbody2D rigidbody, ContactFilter2D contactFilter, Collider2D[] colliders);

Parameters

rigidbodyThe rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
collidersAn 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.


public static int GetContacts(Collider2D collider, List<Collider2D> colliders);

Parameters

colliderThe Collider to retrieve contacts for.
collidersA list of Collider2D used to receive the results.

Returns

int Returns the number of Colliders placed in the colliders list.

Description

Retrieves all Colliders in contact with the collider.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static int GetContacts(Collider2D collider, ContactFilter2D contactFilter, List<Collider2D> colliders);

Parameters

colliderThe Collider to retrieve contacts for.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
collidersA list of Collider2D used to receive the results.

Returns

int Returns the number of Colliders placed in the colliders list.

Description

Retrieves all Colliders in contact with the collider, with the results filtered by the contactFilter2D.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

The results can also be filtered by the contactFilter.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static int GetContacts(Collider2D collider, List<ContactPoint2D> contacts);

Parameters

colliderThe Collider to retrieve contacts for.
contactsA list of ContactPoint2D used to receive the results.

Returns

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

Description

Retrieves all contact points in contact with the collider.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static int GetContacts(Collider2D collider, ContactFilter2D contactFilter, List<ContactPoint2D> contacts);

Parameters

colliderThe Collider to retrieve contacts for.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contactsA list of ContactPoint2D used to receive the results.

Returns

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

Description

Retrieves all contact points in contact with the collider, with the results filtered by the contactFilter2D.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points. This is true even if the contactFilter has its ContactFilter2D.useTriggers set to true.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

The results can also be filtered by the contactFilter.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static int GetContacts(Collider2D collider1, Collider2D collider2, ContactFilter2D contactFilter, List<ContactPoint2D> contacts);

Parameters

collider1The Collider to check if it has contacts against collider2.
collider2The Collider to check if it has contacts against collider1.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contactsA list of ContactPoint2D used to receive the results.

Returns

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

Description

Retrieves all contact points in for contacts between with the collider1 and collider2, with the results filtered by the contactFilter2D.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points. This is true even if the contactFilter has its ContactFilter2D.useTriggers set to true.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

The results can also be filtered by the contactFilter.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static int GetContacts(Rigidbody2D rigidbody, List<Collider2D> colliders);

Parameters

rigidbodyThe Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked.
collidersA list of Collider2D used to receive the results.

Returns

int Returns the number of Colliders placed in the colliders list.

Description

Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static int GetContacts(Rigidbody2D rigidbody, ContactFilter2D contactFilter, List<Collider2D> colliders);

Parameters

rigidbodyThe Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
collidersA list of Collider2D used to receive the results.

Returns

int Returns the number of Colliders placed in the colliders list.

Description

Retrieves all Colliders in contact with any of the collider(s) attached to this Rigidbody, with the results filtered by the contactFilter2D.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

The results can also be filtered by the contactFilter.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static int GetContacts(Rigidbody2D rigidbody, List<ContactPoint2D> contacts);

Parameters

rigidbodyThe Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked.
contactsA list of ContactPoint2D used to receive the results.

Returns

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

Description

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

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

The results can also be filtered by the contactFilter.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static int GetContacts(Rigidbody2D rigidbody, ContactFilter2D contactFilter, List<ContactPoint2D> contacts);

Parameters

rigidbodyThe Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked.
contactFilterReturns the number of contacts placed in the contacts list.
contactsA list of ContactPoint2D used to receive the results.

Returns

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

Description

Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody, with the results filtered by the contactFilter2D.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

The results can also be filtered by the contactFilter.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.