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Unity Engine


CreateShapeBatch

Create a batch of Circle shapes attached to the specified body.
Read time 3 minutesLast updated 7 days ago

Definition

  • Type: Method
  • Namespace: Unity.U2D.Physics
  • Assembly: UnityEngine.PhysicsCore2DModule

CreateShapeBatch(PhysicsBody, ReadOnlySpan<CircleGeometry>, PhysicsShapeDefinition, Allocator)

Create a batch of Circle shapes attached to the specified body.
public static NativeArray<PhysicsShape> CreateShapeBatch(PhysicsBody body, ReadOnlySpan<CircleGeometry> geometry, PhysicsShapeDefinition definition, Allocator allocator = Allocator.Temp)

Parameters

The body to attach the shape to.

The shape geometry to use.

The shape definition to use.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<PhysicsShape>The created shapes. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.

CreateShapeBatch(PhysicsBody, ReadOnlySpan<PolygonGeometry>, PhysicsShapeDefinition, Allocator)

Create a batch of Polygon shapes attached to the specified body.
public static NativeArray<PhysicsShape> CreateShapeBatch(PhysicsBody body, ReadOnlySpan<PolygonGeometry> geometry, PhysicsShapeDefinition definition, Allocator allocator = Allocator.Temp)

Parameters

The body to attach the shape to.

The shape geometry to use.

The shape definition to use.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<PhysicsShape>The created shapes. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.

CreateShapeBatch(PhysicsBody, ReadOnlySpan<CapsuleGeometry>, PhysicsShapeDefinition, Allocator)

Create a batch of Capsule shapes attached to the specified body.
public static NativeArray<PhysicsShape> CreateShapeBatch(PhysicsBody body, ReadOnlySpan<CapsuleGeometry> geometry, PhysicsShapeDefinition definition, Allocator allocator = Allocator.Temp)

Parameters

The body to attach the shape to.

The shape geometry to use.

The shape definition to use.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<PhysicsShape>The created shapes. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.

CreateShapeBatch(PhysicsBody, ReadOnlySpan<SegmentGeometry>, PhysicsShapeDefinition, Allocator)

Create a batch of Segment shapes attached to the specified body.
public static NativeArray<PhysicsShape> CreateShapeBatch(PhysicsBody body, ReadOnlySpan<SegmentGeometry> geometry, PhysicsShapeDefinition definition, Allocator allocator = Allocator.Temp)

Parameters

The body to attach the shape to.

The shape geometry to use.

The shape definition to use.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<PhysicsShape>The created shapes. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.

CreateShapeBatch(PhysicsBody, ReadOnlySpan<ChainSegmentGeometry>, PhysicsShapeDefinition, Allocator)

Create a batch of Chain Segment shapes attached to the specified body.
public static NativeArray<PhysicsShape> CreateShapeBatch(PhysicsBody body, ReadOnlySpan<ChainSegmentGeometry> geometry, PhysicsShapeDefinition definition, Allocator allocator = Allocator.Temp)

Parameters

The body to attach the shape to.

The shape geometry to use.

The shape definition to use.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<PhysicsShape>The created shapes. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.