collider | The collider to retrieve contacts for. |
colliders | An array of Collider2D used to receive the results. |
int
Returns the number of colliders placed in the colliders
array.
Retrieves all colliders in contact with the collider
.
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 Rigidbody2D.GetContacts.
collider | The collider to retrieve contacts for. |
contacts | An array of ContactPoint2D used to receive the results. |
int
Returns the number of contacts placed in the contacts
array.
Retrieves all contact points in contact with the collider
.
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 Rigidbody2D.GetContacts.
collider | The collider to retrieve contacts for. |
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. |
int
Returns the number of contacts placed in the contacts
array.
Retrieves all contact points in contact with the collider
, 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 Rigidbody2D.GetContacts.
collider | The collider to retrieve contacts for. |
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. |
int
Returns the number of colliders placed in the colliders
array.
Retrieves all colliders in contact with the collider
, 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 Rigidbody2D.GetContacts.
collider1 | The collider to check if it has contacts against collider2 . |
collider2 | The collider to check if it has contacts against collider1 . |
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. |
int
Returns the number of contacts placed in the contacts
array.
Retrieves all contact points in for contacts between with the collider1
and collider2
, 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 Rigidbody2D.GetContacts.
rigidbody | The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked. |
contacts | An array of ContactPoint2D used to receive the results. |
int
Returns the number of contacts placed in the contacts
array.
Retrieves all contact points in contact with any 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 Rigidbody2D.GetContacts.
rigidbody | The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked. |
colliders | An array of Collider2D used to receive the results. |
int
Returns the number of colliders placed in the colliders
array.
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 Rigidbody2D.GetContacts.
rigidbody | The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked. |
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. |
int
Returns the number of contacts placed in the contacts
array.
Retrieves all contact points in contact with any 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 Rigidbody2D.GetContacts.
rigidbody | The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked. |
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. |
int
Returns the number of colliders placed in the colliders
array.
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 Rigidbody2D.GetContacts.