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Unity Engine


ClearCustomShapes

Deletes a specific number of shapes defined by shapeCount starting at shapeIndex along with all associated vertices those shapes use.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.Physics2DModule

ClearCustomShapes(int, int)

Deletes a specific number of shapes defined by shapeCount starting at shapeIndex along with all associated vertices those shapes use.
public void ClearCustomShapes(int shapeIndex, int shapeCount)

Parameters

shapeIndex

The index of the shape stored in the Collider.

shapeCount

The number of shapes to delete starting at the specified index.

Remarks

Any existing contacts for this Collider will be recalculated during the next simulation step.

Examples

using UnityEngine;using UnityEngine.Assertions;public class Example : MonoBehaviour{ void Start() { // Fetch the custom collider. var customCollider = GetComponent<CustomCollider2D>(); // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D(); // Add 5 Circles to the shape group. shapeGroup.AddCircle(center: new Vector2(3f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(4f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(5f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(6f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(7f, 0f), radius: 0.5f); // Assign our shapes. customCollider.SetCustomShapes(shapeGroup); // Validate the contents of the custom collider. Assert.AreEqual(5, customCollider.customShapeCount); // Clear the first 2 shapes. customCollider.ClearCustomShapes(shapeIndex: 0, shapeCount: 2); // Validate the contents of the custom collider. Assert.AreEqual(3, customCollider.customShapeCount); // Clear the remaining 3 shapes. customCollider.ClearCustomShapes(shapeIndex: 0, shapeCount: 3); // Validate the contents of the custom collider. Assert.AreEqual(0, customCollider.customShapeCount); }}

ClearCustomShapes()

Deletes all the shapes and associated vertices for those shapes from the Collider.
public void ClearCustomShapes()

Remarks

Any existing contacts for this Collider will be recalculated during the next simulation step.

Examples

using UnityEngine;using UnityEngine.Assertions;public class Example : MonoBehaviour{ void Start() { // Fetch the custom collider. var customCollider = GetComponent<CustomCollider2D>(); // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D(); // Add 5 Circles to the shape group. shapeGroup.AddCircle(center: new Vector2(3f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(4f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(5f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(6f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(7f, 0f), radius: 0.5f); // Assign our shapes. customCollider.SetCustomShapes(shapeGroup); // Validate the contents of the custom collider. Assert.AreEqual(5, customCollider.customShapeCount); // Clear all the remaining shapes. customCollider.ClearCustomShapes(); // Validate the contents of the custom collider. Assert.AreEqual(0, customCollider.customShapeCount); }}