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Physics2D.GetContacts

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public static method GetContacts(collider: Collider2D, colliders: Collider2D[]): int;
public static int GetContacts(Collider2D collider, Collider2D[] colliders);

Parameters

collider The collider to retrieve contacts for.
colliders An array of Collider2D used to receive the results.

Returns

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

Description

Retrieves all colliders in contact with the collider.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static method GetContacts(collider: Collider2D, contacts: ContactPoint2D[]): int;
public static int GetContacts(Collider2D collider, ContactPoint2D[] contacts);

Parameters

collider The collider to retrieve contacts for.
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 in contact with the collider.

Contacts involving a Collider2D set to be a trigger will never be returned here as trigger colliders do not have contact points.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static method GetContacts(collider: Collider2D, contactFilter: ContactFilter2D, contacts: ContactPoint2D[]): int;
public static int GetContacts(Collider2D collider, ContactFilter2D contactFilter, ContactPoint2D[] contacts);

Parameters

collider The collider to retrieve contacts for.
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 in contact with the collider, with the results filtered by the ContactFilter2D.

Contacts involving a Collider2D set to be a trigger will never be returned here as trigger colliders do not have contact points. This is true even if the contactFilter has its ContactFilter2D.useTriggers set to true.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static method GetContacts(collider: Collider2D, contactFilter: ContactFilter2D, colliders: Collider2D[]): int;
public static int GetContacts(Collider2D collider, ContactFilter2D contactFilter, Collider2D[] colliders);

Parameters

collider The collider to retrieve contacts for.
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 colliders placed in the colliders array.

Description

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

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static method GetContacts(collider1: Collider2D, collider2: Collider2D, contactFilter: ContactFilter2D, contacts: ContactPoint2D[]): int;
public static int GetContacts(Collider2D collider1, Collider2D collider2, ContactFilter2D contactFilter, ContactPoint2D[] contacts);

Parameters

collider1 The collider to check if it has contacts against collider2.
collider2 The collider to check if it has contacts against collider1.
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 in for contacts between with the collider1 and collider2, with the results filtered by the ContactFilter2D.

Contacts involving a Collider2D set to be a trigger will never be returned here as trigger colliders do not have contact points. This is true even if the contactFilter has its ContactFilter2D.useTriggers set to true.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static method GetContacts(rigidbody: Rigidbody2D, contacts: ContactPoint2D[]): int;
public static int GetContacts(Rigidbody2D rigidbody, ContactPoint2D[] contacts);

Parameters

rigidbody The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
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 in contact with any of the collider(s) attached to this rigidbody.

Contacts involving a Collider2D set to be a trigger will never be returned here as trigger colliders do not have contact points.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static method GetContacts(rigidbody: Rigidbody2D, colliders: Collider2D[]): int;
public static int GetContacts(Rigidbody2D rigidbody, Collider2D[] colliders);

Parameters

rigidbody The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
colliders An array of Collider2D used to receive the results.

Returns

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

Description

Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static method GetContacts(rigidbody: Rigidbody2D, contactFilter: ContactFilter2D, contacts: ContactPoint2D[]): int;
public static int GetContacts(Rigidbody2D rigidbody, ContactFilter2D contactFilter, ContactPoint2D[] contacts);

Parameters

rigidbody The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
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 in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.

Contacts involving a Collider2D set to be a trigger will never be returned here as trigger colliders do not have contact points. This is true even if the contactFilter has its ContactFilter2D.useTriggers set to true.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.


public static method GetContacts(rigidbody: Rigidbody2D, contactFilter: ContactFilter2D, colliders: Collider2D[]): int;
public static int GetContacts(Rigidbody2D rigidbody, ContactFilter2D contactFilter, Collider2D[] colliders);

Parameters

rigidbody The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.
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 colliders placed in the colliders array.

Description

Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Collider2D.GetContacts and Rigidbody2D.GetContacts.

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