# invokeCollisionCallbacks

> Whether or not MonoBehaviour collision messages will be sent by the physics system.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

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

### Remarks

If this property is set to `true`, [MonoBehaviour.OnCollisionEnter(Collision)](/engine/6000.6/script-reference/unityengine/monobehaviour/oncollisionenter.md), [MonoBehaviour.OnCollisionStay(Collision)](/engine/6000.6/script-reference/unityengine/monobehaviour/oncollisionstay.md), and [MonoBehaviour.OnCollisionExit(Collision)](/engine/6000.6/script-reference/unityengine/monobehaviour/oncollisionexit.md) messages will be sent to the corresponding scripts that have these methods implemented.

If this property is set to `false`, no [MonoBehaviour.OnCollisionEnter(Collision)](/engine/6000.6/script-reference/unityengine/monobehaviour/oncollisionenter.md), [MonoBehaviour.OnCollisionStay(Collision)](/engine/6000.6/script-reference/unityengine/monobehaviour/oncollisionstay.md), or [MonoBehaviour.OnCollisionExit(Collision)](/engine/6000.6/script-reference/unityengine/monobehaviour/oncollisionexit.md) messages will be sent. This can be beneficial when only the [Physics.ContactEvent](/engine/6000.6/script-reference/unityengine/physics/contactevent.md) is used to read contacts as this will stop the physics system from iterating simulation results.

Note: This does not affect trigger events.
