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Unity Engine


AddCapsule(Vector2, Vector2, float)

Adds a capsule shape ( PhysicsShapeType2D.Capsule ) to the shape group.
Read time 2 minutesLast updated 10 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.Physics2DModule
public int AddCapsule(Vector2 vertex0, Vector2 vertex1, float radius)

Parameters

vertex0

The position of one end of a capsule shape. This point represents the center point of a logical circle at the end of a capsule.

vertex1

The position of the opposite end of a capsule shape. This point represents the center point of a logical circle at the opposite end of a capsule.

radius

The radius of the capsule defining a radius around the
vertex0
and
vertex1
and the area between them.

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 capsule shape is comprised of a single edge shape defined by two vertices (vertex0 and
vertex1
) and a
radius
that extends around the length of the edge and around the vertices.
NOTE: A capsule 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 Capsule. var shapeIndex = shapeGroup.AddCapsule ( vertex0: Vector2.down, vertex1: Vector2.up, radius: 0.5f ); // Fetch the actual shape created. var physicsShape = shapeGroup.GetShape(shapeIndex); // Validate what we created. Assert.AreEqual(PhysicsShapeType2D.Capsule, physicsShape.shapeType); Assert.AreApproximatelyEqual(0.5f, physicsShape.radius); Assert.AreEqual(2, physicsShape.vertexCount); } // Get a physics shape from a Collider. void GetShapeFromCollider() { // Fetch the collider. var collider = GetComponent<CapsuleCollider2D>(); // 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.size = new Vector2(1f, 2f); // 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.Capsule, physicsShape.shapeType); Assert.AreApproximatelyEqual(0.5f, physicsShape.radius); Assert.AreEqual(2, physicsShape.vertexCount); }}