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.
Additional resources: Collider2D.isTrigger, Physics2D.GetContacts, Rigidbody2D.GetContacts, Collider2D.GetContacts and Collision2D.
bounciness | The effective bounciness used for the ContactPoint2D. |
collider | The incoming Collider2D involved in the collision with the otherCollider. |
enabled | Indicates whether the collision response or reaction is enabled or disabled. |
friction | The effective friction used for the ContactPoint2D. |
normal | Surface normal at the contact point. |
normalImpulse | Gets the impulse 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 applied at the contact point which is perpendicular to the ContactPoint2D.normal. |