# adjacentEndPoint

> Defines the position of a virtual point adjacent to the end point of the EdgeCollider2D.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public Vector2 adjacentEndPoint { get; set; }
```

### Remarks

An EdgeCollider2D is made up of contiguous edges defined by a set of points adjacent to each other.  When a collision occurs with a point along the Collider, Unity uses the two edges the point makes with its adjacent points to form a collision normal, and calculate the collision response. This produces a continuous edge chain and an uninterrupted collision surface.

However, when a collision occurs with the start or end point of the Edge Collider,  Unity is unable to form a collision normal with a single edge and so the collision normal becomes the direction of motion of the collision.

This property defines a virtual point that is adjacent to the end point to create a "virtual edge" from which Unity calculates and forms a collision normal. This point is only used when [EdgeCollider2D.useAdjacentEndPoint](/engine/6000.0/script-reference/unityengine/edgecollider2d/useadjacentendpoint.md) it set to true. The "virtual edge” formed cannot be collided with and only a collision normal is used

An important and useful use case for this feature is to allow multiple [EdgeCollider2D](/engine/6000.0/script-reference/unityengine/edgecollider2d.md)s to connect together by specifying [EdgeCollider2D.adjacentStartPoint](/engine/6000.0/script-reference/unityengine/edgecollider2d/adjacentstartpoint.md) and [EdgeCollider2D.adjacentEndPoint](/engine/6000.0/script-reference/unityengine/edgecollider2d/adjacentendpoint.md) that overlap the points of other [EdgeCollider2D](/engine/6000.0/script-reference/unityengine/edgecollider2d.md)s. This produces a seamless transition for collisions when moving across multiple [EdgeCollider2D](/engine/6000.0/script-reference/unityengine/edgecollider2d.md)s.
