Version: 2023.2
LanguageEnglish
  • C#

PhysicsShape2D

struct in UnityEngine

/

Implemented in:UnityEngine.Physics2DModule

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

Description

Represents an efficient low-level physics shape used by the physics engine.

A Collider2D is a high-level representation of physics geometry that produces low-level PhysicsShape2D geometry that the physics engine understands. A PhysicsShape2D can represent any shape type as defined by PhysicsShapeType2D.

Additional resources: PhysicsShapeGroup2D.

Properties

adjacentEndDefines the position of a virtual point adjacent to the end vertex of an edge shape.
adjacentStartDefines the position of a virtual point adjacent to the start vertex of an edge shape.
radiusThe radius of the shape.
shapeTypeThe shape type determines how the vertices and radius are used by this PhysicsShape2D.
useAdjacentEndWhen the value is true, then the shape will use the adjacentEnd feature. When the value is false, then the shape will not use the adjacentEnd feature.
useAdjacentStartWhen the value is true, then the shape will use the adjacentStart feature. When the value is false, then the shape will not use the adjacentStart feature.
vertexCountThe total number of vertices used to represent the shape type.
vertexStartIndexThe start index for the geometry of this shape within the PhysicsShapeGroup2D.