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, InstantiateParameters)
    
    
      Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    
    
    
    
      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.