Version: 2022.2
LanguageEnglish
  • C#

Collision.contacts

Suggest a change

Success!

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.

Close

Submission failed

For 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.

Close

Cancel

public ContactPoint[] contacts;

Description

The contact points generated by the physics engine. You should avoid using this as it produces memory garbage. Use GetContact or GetContacts instead.

Every contact contains a contact point, normal and the two colliders that collided (see ContactPoint). From inside OnCollisionStay or OnCollisionEnter you can always be sure that contacts has at least one element.

using UnityEngine;

public class ExampleScript : MonoBehaviour { void OnCollisionStay(Collision collision) { foreach (ContactPoint contact in collision.contacts) { print(contact.thisCollider.name + " hit " + contact.otherCollider.name); // Visualize the contact point Debug.DrawRay(contact.point, contact.normal, Color.white); } } }
// A grenade
// - instantiates an explosion Prefab when hitting a surface
// - then destroys itself

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform explosionPrefab; void OnCollisionEnter(Collision collision) { ContactPoint contact = collision.contacts[0]; Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); Vector3 pos = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(gameObject); } }