# providesContacts

> Whether or not this Collider generates contacts for Physics.ContactEvent.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

```csharp
public bool providesContacts { get; set; }
```

### Remarks

If this property is set to true, all contacts produced by this collider will appear in the buffer. If this property is set to false, contact generation will depend on these factors:

* If the Collider or its Rigidbody have a script with a [MonoBehaviour.OnCollisionStay(Collision)](/engine/6000.0/script-reference/unityengine/monobehaviour/oncollisionstay.md) method, all contacts will be generated for [Physics.ContactEvent](/engine/6000.0/script-reference/unityengine/physics/contactevent.md).
* If the Collider or its Rigidbody has a script with either [MonoBehaviour.OnCollisionEnter(Collision)](/engine/6000.0/script-reference/unityengine/monobehaviour/oncollisionenter.md) or [MonoBehaviour.OnCollisionExit(Collision)](/engine/6000.0/script-reference/unityengine/monobehaviour/oncollisionexit.md) but not [MonoBehaviour.OnCollisionStay(Collision)](/engine/6000.0/script-reference/unityengine/monobehaviour/oncollisionstay.md), enter and exit contacts will be generated for [Physics.ContactEvent](/engine/6000.0/script-reference/unityengine/physics/contactevent.md), but not stay contacts.
* If the [PhysicsVisualizationSettings.showAllContacts](/engine/6000.0/script-reference/unityeditor/physicsvisualizationsettings/showallcontacts.md) property is set to true, all Colliders will generate all contacts for visualisation purposes!
