# showAllContacts

> Whether the PhysicsDebugWindow visualizes all contacts.

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.3/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
public static bool showAllContacts { get; set; }
```

### Remarks

If you set this property to false, only the following Colliders report collisions to the [PhysicsDebugWindow](/engine/6000.3/script-reference/unityeditor/physicsdebugwindow.md): physics objects that have MonoBehaviour scripts with OnCollisionsEnter, OnCollisionsStay, and OnCollisionExit methods implemented, and Colliders that have generatesContacts property set to `true`.

If you set this property to true, all physics objects report all collisions to the [PhysicsDebugWindow](/engine/6000.3/script-reference/unityeditor/physicsdebugwindow.md). If this property is set to true, Unity still takes [PhysicsVisualizationSettings.useContactFiltering](/engine/6000.3/script-reference/unityeditor/physicsvisualizationsettings/usecontactfiltering.md) into account.

In Play mode, if you switch this property from false to true, this doesn't affect the Colliders that have already been initialized. In Play mode, if you switch this property from true to false, this hides the contact visualization but the Colliders remain subscribed.
