contacts | An array of ContactPoint2D used to receive the results. |
int
Returns the number of contacts placed in the contacts
array.
Retrieves all contact points for all of the Collider(s) attached to this Rigidbody.
Contacts involving a Collider2D set to be a trigger will never be returned here because 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 Physics2D.GetContacts.
colliders | An array of Collider2D used to receive the results. |
int
Returns the number of colliders placed in the colliders
array.
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 Physics2D.GetContacts.
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. |
int
Returns the number of contacts placed in the contacts
array.
Retrieves all contact points for all 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 because 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 Physics2D.GetContacts.
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. |
int
Returns the number of colliders placed in the colliders
array.
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 Physics2D.GetContacts.
contacts | A list of ContactPoint2D used to receive the results. |
int
Returns the number of contacts placed in the contacts
list.
Retrieves all contact points for all of the Collider(s) attached to this Rigidbody.
Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points.
The integer return value is the number of results written into the contacts
list. The contacts list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the contacts
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
See Also: Collider2D.GetContacts and Physics2D.GetContacts.
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
contacts | A list of ContactPoint2D used to receive the results. |
int
Returns the number of contacts placed in the contacts
list.
Retrieves all contact points for all of the Collider(s) attached to this Rigidbody.
Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points.
The integer return value is the number of results written into the contacts
list. The contacts list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the contacts
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
The results can also be filtered by the contactFilter
.
See Also: Collider2D.GetContacts and Physics2D.GetContacts.
colliders | A list of Collider2D used to receive the results. |
int
Returns the number of Colliders placed in the colliders
list.
Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody.
The integer return value is the number of results written into the colliders
list. The contacts list will be resized if it doesn't contain enough elements to report all the results.This prevents memory from being allocated for results when the colliders
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
See Also: Collider2D.GetContacts and Physics2D.GetContacts.
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. |
colliders | A list of Collider2D used to receive the results. |
int
Returns the number of Colliders placed in the colliders
list.
Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody.
The integer return value is the number of results written into the colliders
list. The contacts list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the colliders
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
The results can also be filtered by the contactFilter
.
See Also: Collider2D.GetContacts and Physics2D.GetContacts.
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