Version: 2020.1
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Collider2D.GetContacts

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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 this Collider.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points.

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.


public int GetContacts(Collider2D[] colliders);

Parameters

colliders An array of Collider2D used to receive the results.

Returns

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

Description

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.


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 this Collider, with the results filtered by the contactFilter.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points. This is true even if the contactFilter has its ContactFilter2D.useTriggers set to true.

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.


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 this Collider, with the results filtered by the contactFilter.

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.


public int GetContacts(List<ContactPoint2D> contacts);

Parameters

contacts A list of ContactPoint2D used to receive the results.

Returns

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

Description

Retrieves all contact points for this Collider.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points.

The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

See Also: Rigidbody2D.GetContacts and Physics2D.GetContacts.


public int GetContacts(List<Collider2D> colliders);

Parameters

colliders A list of Collider2D used to receive the results.

Returns

int Returns the number of contacts placed in the colliders list.

Description

Retrieves all colliders in contact with this Collider.

The results list will be resized if it doesn't contain enough elements to report all the results.This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

See Also: Rigidbody2D.GetContacts and Physics2D.GetContacts.


public int GetContacts(ContactFilter2D contactFilter, List<ContactPoint2D> contacts);

Parameters

contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contacts A list of ContactPoint2D used to receive the results.

Returns

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

Description

Retrieves all contact points for this Collider, with the results filtered by the contactFilter.

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points.

The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

See Also: Rigidbody2D.GetContacts and Physics2D.GetContacts.


public int GetContacts(ContactFilter2D contactFilter, List<Collider2D> colliders);

Parameters

contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
colliders A list of Collider2D used to receive the results.

Returns

int Returns the number of contacts placed in the colliders list.

Description

Retrieves all colliders in contact with this Collider, with the results filtered by the contactFilter.

The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

See Also: Rigidbody2D.GetContacts and Physics2D.GetContacts.

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