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Closevertex0 | The position of one end of a capsule shape. This point represents the center point of a logical circle at the end of a capsule. |
vertex1 | The position of the opposite end of a capsule shape. This point represents the center point of a logical circle at the opposite end of a capsule. |
radius | The radius of the capsule defining a radius around the vertex0 and vertex1 and the area between them. |
int Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape.
Adds a capsule shape (PhysicsShapeType2D.Capsule) to the shape group.
A capsule shape is comprised of a single edge shape defined by two vertices (vertex0
and vertex1
) and a radius
that extends around the length of the edge and around the vertices.
NOTE: A capsule forms a closed shape and does have an interior therefore its interior is detectable by physics queries etc.
using UnityEngine; using UnityEngine.Assertions;
public class Example : MonoBehaviour { void Start() { CreateShape(); GetShapeFromCollider(); }
// Create a custom shape. void CreateShape() { // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D();
// Add a Capsule. var shapeIndex = shapeGroup.AddCapsule ( vertex0: Vector2.down, vertex1: Vector2.up, radius: 0.5f );
// Fetch the actual shape created. var physicsShape = shapeGroup.GetShape(shapeIndex);
// Validate what we created. Assert.AreEqual(PhysicsShapeType2D.Capsule, physicsShape.shapeType); Assert.AreApproximatelyEqual(0.5f, physicsShape.radius); Assert.AreEqual(2, physicsShape.vertexCount); }
// Get a physics shape from a Collider. void GetShapeFromCollider() { // Fetch the collider. var collider = GetComponent<CapsuleCollider2D>();
// If the collider is not active and enabled then we'll get no shapes. // Let's just quit if not. if (!collider.isActiveAndEnabled) return;
// Configure the collider. collider.size = new Vector2(1f, 2f);
// Create a shape group. var shapeGroup = new PhysicsShapeGroup2D();
// Get the collider shapes. collider.GetShapes(shapeGroup);
// Fetch the actual shape. var physicsShape = shapeGroup.GetShape(0);
// Validate what we retrieved. Assert.AreEqual(PhysicsShapeType2D.Capsule, physicsShape.shapeType); Assert.AreApproximatelyEqual(0.5f, physicsShape.radius); Assert.AreEqual(2, physicsShape.vertexCount); } }