Version: Unity 6.3 Beta (6000.3)
LanguageEnglish
  • C#

ManifoldPoint

struct in UnityEngine.LowLevelPhysics2D

/

Implemented in:UnityEngine.Physics2DModule

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Description

Contains all the detail related to the geometry and dynamics of the contact. You may use the ManifoldPoint.totalNormalImpulse to determine if there was an interaction during the time step.

Properties

Property Description
anchorA Location of the contact point relative to shapeA's origin in world space.
anchorB Location of the contact point relative to shapeB's origin in world space.
id Uniquely identifies a contact point between two shapes. This should not be confused with ContactId.
normalImpulse The impulse along the manifold normal vector.
normalVelocity Relative normal velocity pre-solve. Used for hit events. If the normal impulse is zero then there was no hit. Negative means shapes are approaching.
persisted Did this contact point exist the previous step?
point Location of the contact point in world space. Subject to precision loss at large coordinates.
separation The separation of the contact point, negative if penetrating.
tangentImpulse The friction impulse.
totalNormalImpulse The total normal impulse applied across sub-stepping and restitution. This can be used to identify speculative contact points that had an interaction during the simulation step.