struct in UnityEngine
Represents an efficient low-level physics shape used by the physics engine.
A Collider2D is a high-level representation of physics geometry that produces low-level PhysicsShape2D geometry that the physics engine understands. A PhysicsShape2D can represent any shape type as defined by PhysicsShapeType2D.
See Also: PhysicsShapeGroup2D.
|adjacentEnd||Defines the position of a virtual point adjacent to the end vertex of an edge shape.|
|adjacentStart||Defines the position of a virtual point adjacent to the start vertex of an edge shape.|
|radius||The radius of the shape.|
|shapeType||The shape type determines how the vertices and radius are used by this PhysicsShape2D.|
|useAdjacentEnd||When the value is true, then the shape will use the adjacentEnd feature. When the value is false, then the shape will not use the adjacentEnd feature.|
|useAdjacentStart||When the value is true, then the shape will use the adjacentStart feature. When the value is false, then the shape will not use the adjacentStart feature.|
|vertexCount||The total number of vertices used to represent the shape type.|
|vertexStartIndex||The start index for the geometry of this shape within the PhysicsShapeGroup2D.|