Version: 2023.1
LanguageEnglish
  • C#

Rigidbody2D.GetAttachedColliders

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

Declaration

public int GetAttachedColliders(out Collider2D[] results, bool findTriggers = true);

Parameters

results An array of Collider2D used to receive the results.
findTriggers Whether Collider2D that are triggers should be returned or not.

Returns

int Returns the number of Collider2D placed in the results array.

Description

Returns all Collider2D that are attached to this Rigidbody2D.

Calculates all Collider2D that are attached to this Rigidbody2D and returns them in the results array.

When retrieving colliders, you should ensure that the provided array is large enough to contain all the colliders you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of colliders. This function also means that no allocations occur which means no work is produced for the garbage collector.

See Also: Rigidbody2D.attachedColliderCount.


Declaration

public int GetAttachedColliders(List<Collider2D> results, bool findTriggers = true);

Parameters

results A list of Collider2D used to receive the results.
findTriggers Whether Collider2D that are triggers should be returned or not.

Returns

int Returns the number of Collider2D placed in the results list.

Description

Returns all Collider2D that are attached to this Rigidbody2D.

Calculates all Collider2D that are attached to this Rigidbody2D and returns them in the results list.

The integer return value is the number of results written into the results list. 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.attachedColliderCount.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961