Version: Unity 6 Beta (6000.0)
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  • C#

Rigidbody2D.GetAttachedColliders

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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.

Additional resources: 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.

Additional resources: Rigidbody2D.attachedColliderCount.

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