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Unity Engine


AddCircle(Vector2, float)

Adds a circle shape ( PhysicsShapeType2D.Circle ) to the shape group.
Read time 2 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.Physics2DModule
public int AddCircle(Vector2 center, float radius)

Parameters

center

The center point of the circle shape. This is analogous to Collider2D.offset.

radius

The radius of the circle defining a radius around the center. This is identical to CircleCollider2D.radius.

Returns

Type

Description

intReturns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape.

Remarks

A circle shape is comprised of a single vertex (center ) and a radius that extends around that vertex. This is the most memory efficient and fastest primitive to use in all use-cases.
NOTE: A circle forms a closed shape and does have an interior therefore its interior is detectable by physics queries etc.

Examples

using UnityEngine;using UnityEngine.Assertions;public class Example : MonoBehaviour{ void Start() { CreateShape(); GetShapeFromCollider(); } // Create a custom shape. void CreateShape() { // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D(); // Add a Circle. var shapeIndex = shapeGroup.AddCircle ( center: new Vector2(-2f, 3f), radius: 1f ); // Fetch the actual shape created. var physicsShape = shapeGroup.GetShape(shapeIndex); // Validate what we created. Assert.AreEqual(PhysicsShapeType2D.Circle, physicsShape.shapeType); Assert.AreApproximatelyEqual(1f, physicsShape.radius); Assert.AreEqual(1, physicsShape.vertexCount); } // Get a physics shape from a Collider. void GetShapeFromCollider() { // Fetch the collider. var collider = GetComponent<CircleCollider2D>(); // If the collider is not active and enabled then we'll get no shapes. // Let's just quit if not. if (!collider.isActiveAndEnabled) return; // Configure the collider. collider.radius = 1f; // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D(); // Get the collider shapes. collider.GetShapes(shapeGroup); // Fetch the actual shape. var physicsShape = shapeGroup.GetShape(0); // Validate what we retrieved. Assert.AreEqual(PhysicsShapeType2D.Circle, physicsShape.shapeType); Assert.AreApproximatelyEqual(1f, physicsShape.radius); Assert.AreEqual(1, physicsShape.vertexCount); }}