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 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.
colliders | An array of Collider2D used to receive the results. |
int
Returns the number of contacts placed in the colliders
array.
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.
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 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.
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 collidersplaced in the colliders
array.
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.