Class RigidbodyContactEventManager
Add this component to an in-scene placed GameObject to provide faster collision event processing between Rigidbody instances and optionally static colliders.
IContactEventHandler
IContactEventHandlerWithInfo
ContactEventHandlerInfo
Inherited Members
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: Unity.Netcode.Components
Assembly: Unity.Netcode.Runtime.dll
Syntax
[AddComponentMenu("Netcode/Rigidbody Contact Event Manager")]
public class RigidbodyContactEventManager : MonoBehaviour
Properties
Instance
Declaration
public static RigidbodyContactEventManager Instance { get; }
Property Value
Type | Description |
---|---|
RigidbodyContactEventManager |
Methods
RegisterHandler(IContactEventHandler, bool)
Any IContactEventHandler implementation can register a Rigidbody to be handled by this RigidbodyContactEventManager instance.
Declaration
public void RegisterHandler(IContactEventHandler contactEventHandler, bool register = true)
Parameters
Type | Name | Description |
---|---|---|
IContactEventHandler | contactEventHandler | |
bool | register | true to register and false to remove from being registered |
Remarks
You should enable providesContacts for each Collider associated with the Rigidbody being registered.
You can enable this during run time or within the editor's inspector view.