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

ContactManifold

struct in Unity.U2D.Physics

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Description

A contact manifold describes the contact points between colliding shapes. Speculative collision is used so some contact points may be separated, a property available per-contact.

Properties

Property Description
normal The unit normal vector in world space, pointing from shape A to shape B. During a pre-contact callback this may be modified, and the solver uses the new value this step. It must stay unit length. If the callback leaves the manifold invalid, whether a non-unit normal, a non-finite value, or a point count outside [0, 2], the whole edit is discarded and the manifold is restored for that step.
pointCount The number of manifold points available, in the range [0, 2]. During a pre-contact callback this may be lowered, and setting it to zero cancels the contact so it is not solved this step.
points The manifold points, up to two are possible. This is a read-only view of the points, so use the indexer on the manifold to change one during a pre-contact callback.
rollingImpulse Angular impulse applied for rolling resistance (N " m " s = kg * m^2 / s).
speculativePointCount The number of manifold points available that are speculative, in the range [0, 2].
this[int] Indexer to access the manifold points.