Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Collision2D.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 var contacts: ContactPoint2D[];
public ContactPoint2D[] contacts;

Description

The specific points of contact with the incoming Collider2D.

See Also: Collider2D class.

#pragma strict

public var explosion: GameObject; function OnCollisionEnter2D(coll: Collision2D) {

// If a missile hits this object if (coll.transform.tag == "Missile") { Debug.Log("HIT!");

// Spawn an explosion at each point of contact for (var missileHit: ContactPoint2D in coll.contacts) { var hitPoint: Vector2 = hits.point; Instantiate(explosion, new Vector3(hitPoint.x, hitPoint.y, 0), Quaternion.identity); } } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public GameObject explosion;

void OnCollisionEnter2D(Collision2D coll) { // If a missile hits this object if (coll.transform.tag == "Missile") { Debug.Log("HIT!");

// Spawn an explosion at each point of contact foreach (ContactPoint2D missileHit in coll.contacts) { Vector2 hitPoint = missileHit.point; Instantiate(explosion, new Vector3(hitPoint.x, hitPoint.y, 0), Quaternion.identity); } } } }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答