Version: Unity 6.7 Beta (6000.7)
LanguageEnglish
  • C#

ManifoldPoint

struct in Unity.U2D.Physics

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Description

Contains all the detail related to the geometry and dynamics of the contact. You may use the PhysicsShape.ContactManifold.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. During a pre-contact callback this may be modified, and the solver uses the new value this step.
anchorB Location of the contact point relative to shapeB's origin in world space. During a pre-contact callback this may be modified, and the solver uses the new value this step.
id Uniquely identifies a contact point between two shapes. This should not be confused with ContactId.
normalImpulse The impulse along the manifold normal vector. During a pre-contact callback this may be modified to seed the solver's warm start for this step.
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?
pointA The contact point on the first shape's surface, in world space. Sampled when the contact is updated, so it lags behind when contact recycling is used.
pointB The contact point on the second shape's surface, in world space. Sampled when the contact is updated, so it lags behind when contact recycling is used.
separation The separation of the contact point, negative if penetrating. During a pre-contact callback this may be modified, and the solver uses the new value this step.
speculative Is the contact point speculative i.e. not currently interacting?
tangentImpulse The friction impulse. During a pre-contact callback this may be modified to seed the solver's warm start for this step.
totalNormalImpulse The total normal impulse applied across sub-stepping and restitution. This includes the warm starting impulse, the sub-step delta impulse, and the restitution impulse. This can be used to identify speculative contact points that had an interaction during the simulation step.