contacts
The contact points generated by the physics engine. You should avoid using this as it produces memory garbage. Use Collision.GetContact or Collision.GetContacts instead.
Read time 1 minuteLast updated 7 days ago
Definition
- Type: Property
- Namespace: UnityEngine
- Assembly: UnityEngine.PhysicsModule
public ContactPoint[] contacts { get; }
Remarks
Every contact contains a contact point, normal and the two colliders that collided (see ContactPoint). From inside Collider.OnCollisionStay(Collision) or Collider.OnCollisionEnter(Collision) you can always be sure that contacts has at least one element.
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ void OnCollisionStay(Collision collision) { foreach (ContactPoint contact in collision.contacts) { print(contact.thisCollider.name + " hit " + contact.otherCollider.name); // Visualize the contact point Debug.DrawRay(contact.point, contact.normal, Color.white); } }}
// A grenade// - instantiates an explosion Prefab when hitting a surface// - then destroys itselfusing UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public Transform explosionPrefab; void OnCollisionEnter(Collision collision) { ContactPoint contact = collision.contacts[0]; Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); Vector3 pos = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(gameObject); }}