Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseA threshold below which a contact is automatically disabled.
Colliders placed side-by-side do not form a continuous surface which can result in unwanted contacts (known as "ghost collisions") when moving across these colliders. The main use-case here is to try to suppress these kinds of contacts.
When using a Rigidbody2D set to CollisionDetectionMode2D.Continuous, if a contact overlaps with a distance less than this threshold, it is automatically disabled as indicated in Collision2D.enabled.
The threshold is not used when the Rigidbody2D is set to CollisionDetectionMode2D.Discrete or the threshold is set to zero.
NOTES: Caution is advised against changing this threshold as increasing it may cause valid contacts to be disabled resulting in collider penetration/tunnelling and reducing it may allow unwanted contacts to be left enabled. Also, there is no guarantee that all such unwanted contacts can be suppressed with the contact threshold.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.