Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


AddBox(Vector2, Vector2, float, float)

Adds a box shape ( PhysicsShapeType2D.Polygon ) to the shape group.
Read time 2 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.Physics2DModule
public int AddBox(Vector2 center, Vector2 size, float angle = 0, float edgeRadius = 0)

Parameters

center

The center point of the box shape. This is analogous to Collider2D.offset.

The size of the box. This is identical to BoxCollider2D.size.

angle

The angle in degrees the box should be rotated around the
center
.

edgeRadius

The radius extending around the edges of the box. This is identical to BoxCollider2D.edgeRadius.

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 box shape is a form of convex polygon with four vertices and an
edgeRadius
that extends around the four edges. The ability to add a box shape is a convenience only and does not represent an actual primitive shape.
NOTE: A box 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 Box (polygon with four vertices). // NOTE: Both the angle and edgeRadius arguments are optional. var shapeIndex = shapeGroup.AddBox ( center: new Vector2(3f, 2f), size: new Vector2(1f, 1f), angle: 0f, edgeRadius: 0f ); // Fetch the actual shape created. var physicsShape = shapeGroup.GetShape(shapeIndex); // Validate what we created. Assert.AreEqual(PhysicsShapeType2D.Polygon, physicsShape.shapeType); Assert.AreEqual(4, physicsShape.vertexCount); Assert.AreApproximatelyEqual(0f, physicsShape.radius); } // Get a physics shape from a Collider. void GetShapeFromCollider() { // Fetch the collider. var collider = GetComponent<BoxCollider2D>(); // 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.offset = new Vector2(3f, 2f); collider.size = new Vector2(1f, 1f); // 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.Polygon, physicsShape.shapeType); Assert.AreEqual(4, physicsShape.vertexCount); }}