# contactDistance

> Distance inside the limit value at which the limit will be considered to be active by the solver.

## Definition

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

```csharp
public float contactDistance { get; set; }
```

### Remarks

Setting this low can cause jittering, but runs fast. Setting high can deduce jittering, but runs the solver more often. **(0 = use defaults)**

For translational joints the unit is meters.

For rotational joints the unit is degrees.

Pipeline: ![Physics ContactDistancePipeline (contactDistance)](/api/media?file=/engine/6000.0/media/images/Physics_ContactDistancePipeline.png).
