Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

Rigidbody2D.GetContacts

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

Declaration

public int GetContacts(ContactPoint2D[] contacts);

Parameters

contacts An 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 for all 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.

Additional resources: Collider2D.GetContacts and Physics2D.GetContacts.


Declaration

public int GetContacts(Collider2D[] colliders);

Parameters

colliders An 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.

Additional resources: Collider2D.GetContacts and Physics2D.GetContacts.


Declaration

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

Parameters

contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contacts An 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 for all 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.

Additional resources: Collider2D.GetContacts and Physics2D.GetContacts.


Declaration

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

Parameters

contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
colliders An 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.

Additional resources: Collider2D.GetContacts and Physics2D.GetContacts.


Declaration

public int GetContacts(List<ContactPoint2D> contacts);

Parameters

contacts A 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 for all 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 contacts list. The contacts 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 contacts list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

Additional resources: Collider2D.GetContacts and Physics2D.GetContacts.


Declaration

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

Parameters

contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contacts A 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 for all 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 contacts list. The contacts 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 contacts 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.

Additional resources: Collider2D.GetContacts and Physics2D.GetContacts.


Declaration

public int GetContacts(List<Collider2D> colliders);

Parameters

colliders A 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 colliders list. The contacts 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 colliders list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

Additional resources: Collider2D.GetContacts and Physics2D.GetContacts.


Declaration

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

Parameters

contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
colliders A 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 colliders list. The contacts 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 colliders 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.

Additional resources: Collider2D.GetContacts and Physics2D.GetContacts.