# providesContacts

> Whether or not this Collider generates contacts for Physics.ContactEvent.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

```csharp
public bool providesContacts { get; set; }
```

### Remarks

If this property is set to `true`, all contacts produced by this collider will appear in the buffer. If this property is set to false, contact generation will depend on these factors:

* If the Collider or its Rigidbody have a script with a [MonoBehaviour.OnCollisionStay(Collision)](/engine/6000.5/script-reference/unityengine/monobehaviour/oncollisionstay.md) method, all contacts will be generated for [Physics.ContactEvent](/engine/6000.5/script-reference/unityengine/physics/contactevent.md).
* If the Collider or its Rigidbody has a script with either [MonoBehaviour.OnCollisionEnter(Collision)](/engine/6000.5/script-reference/unityengine/monobehaviour/oncollisionenter.md) or [MonoBehaviour.OnCollisionExit(Collision)](/engine/6000.5/script-reference/unityengine/monobehaviour/oncollisionexit.md) but not [MonoBehaviour.OnCollisionStay(Collision)](/engine/6000.5/script-reference/unityengine/monobehaviour/oncollisionstay.md), enter and exit contacts will be generated for [Physics.ContactEvent](/engine/6000.5/script-reference/unityengine/physics/contactevent.md), but not stay contacts.
* If the [PhysicsVisualizationSettings.showAllContacts](/engine/6000.5/script-reference/unityeditor/physicsvisualizationsettings/showallcontacts.md) property is set to true, all Colliders will generate all contacts for visualisation purposes!
