An interface that when implemented, is called during the continuous collision stage when a fast-moving shape is about to be stopped short of a shape it would otherwise pass through. Returning false lets the shape continue rather than being stopped at the predicted impact point.
This is only called if the PhysicsWorld and one of the PhysicsShape both have their preContactCallbacks set to true.
It takes priority over the deprecated Unity.U2D.Physics.PhysicsCallbacks.IPreSolveCallback, which is only used when this interface is not implemented on the same target.
| Method | Description |
|---|---|
| OnPreContinuous2D | Called during the continuous collision stage when a fast-moving shape is predicted to hit another shape this step. No contact exists yet, as the shapes are not touching during the contact update, so this is the only place the pair is seen. Returning true stops the shape at the predicted impact point, and a contact then appears on the next step once the shapes are found touching. |