CreatePolygonGeometry
Create PolygonGeometry from the composition by iterating all the layers added to the composition in the layer order specified, applying each operation specified. A limit is imposed on small vertex distances so be aware that this overload uses a vertex scale of _one so consider using the overload which allows you to increase this if required.
Read time 3 minutesLast updated 10 days ago
Definition
- Type: Method
- Namespace: Unity.U2D.Physics
- Assembly: UnityEngine.PhysicsCore2DModule
CreatePolygonGeometry(Allocator)
Create PolygonGeometry from the composition by iterating all the layers added to the composition in the layer order specified, applying each operation specified. A limit is imposed on small vertex distances so be aware that this overload uses a vertex scale of _one so consider using the overload which allows you to increase this if required.
public NativeArray<PolygonGeometry> CreatePolygonGeometry(Allocator allocator = Allocator.Temp)
Parameters
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<PolygonGeometry> | A NativeArray containing the Polygon Geometry created from the composer. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty. |
CreatePolygonGeometry(Vector2, Allocator)
Create PolygonGeometry from the composition by iterating all the layers added to the composition in the layer order specified, applying each operation specified. A limit is imposed on small vertex distances so it is recommended that scaling is applied here rather than on the returned geometry so geometry is not discarded due to it being invalid.
public NativeArray<PolygonGeometry> CreatePolygonGeometry(Vector2 vertexScale, Allocator allocator = Allocator.Temp)
Parameters
The scaling to be applied to the composer vertices.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<PolygonGeometry> | A NativeArray containing the Polygon Geometry created from the composer. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty. |
CreatePolygonGeometry(Vector2, float, Allocator)
Create PolygonGeometry from the composition by iterating all the layers added to the composition in the layer order specified, applying each operation specified. A limit is imposed on small vertex distances so it is recommended that scaling is applied here rather than on the returned geometry so geometry is not discarded due to it being invalid.
public NativeArray<PolygonGeometry> CreatePolygonGeometry(Vector2 vertexScale, float radius, Allocator allocator = Allocator.Temp)
Parameters
The scaling to be applied to the composer vertices.
The radius to apply to all generated polygons. Note that this will likely mean that the same polygon region defined by the vertices will not match.
The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.
Returns
Type | Description |
|---|---|
| NativeArray<PolygonGeometry> | A NativeArray containing the Polygon Geometry created from the composer. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty. |