Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

Rigidbody2D.GetContacts

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

Switch to Manual
public method GetContacts(contacts: ContactPoint2D[]): int;
public int GetContacts(ContactPoint2D[] contacts);

Parameters

contacts An array of ContactPoint2D used to receive the results.

Returns

int Returns the number of contacts placed in the contacts array.

Description

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 as 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.


public method GetContacts(colliders: Collider2D[]): int;
public int GetContacts(Collider2D[] colliders);

Parameters

colliders An array of Collider2D used to receive the results.

Returns

int Returns the number of colliders placed in the colliders array.

Description

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.


public method GetContacts(contactFilter: ContactFilter2D, contacts: ContactPoint2D[]): int;
public int GetContacts(ContactFilter2D contactFilter, ContactPoint2D[] contacts);

Parameters

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.

Returns

int Returns the number of contacts placed in the contacts array.

Description

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 as 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.


public method GetContacts(contactFilter: ContactFilter2D, colliders: Collider2D[]): int;
public int GetContacts(ContactFilter2D contactFilter, Collider2D[] colliders);

Parameters

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.

Returns

int Returns the number of colliders placed in the colliders array.

Description

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.

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