struct in UnityEngine
/
Implemented in:UnityEngine.Physics2DModule
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CloseRepresents 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. |