Struct ContactEventHandlerInfo
Information a Rigidbody returns to RigidbodyContactEventManager via GetContactEventHandlerInfo()
if the Rigidbody registers itself with IContactEventHandlerWithInfo as opposed to IContactEventHandler.
Inherited Members
Namespace: Unity.Netcode.Components
Assembly: Unity.Netcode.Runtime.dll
Syntax
public struct ContactEventHandlerInfo
Fields
HasContactEventPriority
When set to true, the RigidbodyContactEventManager will prioritize invoking ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)
if it is the 2nd colliding body in the contact pair being processed. With distributed authority, setting this value to true when a NetworkObject is owned by the local client
will assure ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3) is only invoked on the authoritative side.
Declaration
public bool HasContactEventPriority
Field Value
| Type | Description |
|---|---|
| bool |
ProvideNonRigidBodyContactEvents
When set to true, the RigidbodyContactEventManager will include non-Rigidbody based contact events.
When the RigidbodyContactEventManager invokes the ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3) it will return null in place
of the collidingBody parameter if the contact event occurred with a collider that is not registered with the RigidbodyContactEventManager.
Declaration
public bool ProvideNonRigidBodyContactEvents
Field Value
| Type | Description |
|---|---|
| bool |