Version: 2018.1
public int GetContacts (ContactPoint2D[] contacts);

Parameters

contactsAn 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 as 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

collidersAn 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

contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
contactsAn 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 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.

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

contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
collidersAn array of Collider2D used to receive the results.

Returns

int Returns the number of collidersplaced in the colliders array.

Description

Retrieves all colliders in contact with this collider, with the results filtered by the ContactFilter2D.

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.

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