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Collider2D.GetContacts

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public function GetContacts(contacts: ContactPoint2D[]): int;
public int GetContacts(ContactPoint2D[] contacts);

Parameters

contacts An array of ContactPoint2D used to receive the results.

Returns

int Returns the number of contacts placed in the contacts array.

Description

Retrieves all contact points for this collider.

You should pass an array that is large enough to contain all the contacts you want returned. This array would typically be reused so it should be of a size that can return a reasonable quantity of contacts. No allocations occur in this function which means no work is produced for the garbage collector.

See Also: Rigidbody2D.GetContacts and Physics2D.GetContacts.


public function GetContacts(colliders: Collider2D[]): int;
public int GetContacts(Collider2D[] colliders);

Parameters

colliders An array of Collider2D used to receive the results.

Returns

int Returns the number of contacts placed in the colliders array.

Description

Retrieves all colliders in contact with this collider.

You should pass an array that is large enough to contain all the contacts you want returned. This array would typically be reused so it should be of a size that can return a reasonable quantity of contacts. No allocations occur in this function which means no work is produced for the garbage collector.

See Also: Rigidbody2D.GetContacts and Physics2D.GetContacts.


public function GetContacts(contactFilter: ContactFilter2D, contacts: ContactPoint2D[]): int;
public int GetContacts(ContactFilter2D contactFilter, ContactPoint2D[] contacts);

Parameters

contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contacts An array of ContactPoint2D used to receive the results.

Returns

int Returns the number of contacts placed in the contacts array.

Description

Retrieves all contact points for this collider, with the results filtered by the ContactFilter2D.

You should pass an array that is large enough to contain all the contacts you want returned. This array would typically be reused so it should be of a size that can return a reasonable quantity of contacts. No allocations occur in this function which means no work is produced for the garbage collector.

See Also: Rigidbody2D.GetContacts and Physics2D.GetContacts.


public function GetContacts(contactFilter: ContactFilter2D, colliders: Collider2D[]): int;
public int GetContacts(ContactFilter2D contactFilter, Collider2D[] colliders);

Parameters

contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
colliders An array of Collider2D used to receive the results.

Returns

int Returns the number of collidersplaced in the colliders array.

Description

Retrieves all colliders in contact with this collider, with the results filtered by the ContactFilter2D.

You should pass an array that is large enough to contain all the contacts you want returned. This array would typically be reused so it should be of a size that can return a reasonable quantity of contacts. No allocations occur in this function which means no work is produced for the garbage collector.

See Also: Rigidbody2D.GetContacts and Physics2D.GetContacts.

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