DestroyBatch
Destroy a batch of bodies, destroying all attached PhysicsShape and PhysicsJoint. Any invalid bodies will be ignored. Owned bodies will produce a warning and will not be destroyed (See PhysicsBody.SetOwner ).
Read time 1 minuteLast updated 13 days ago
Definition
- Type: Method
- Namespace: Unity.U2D.Physics
- Assembly: UnityEngine.PhysicsCore2DModule
DestroyBatch(ReadOnlySpan<PhysicsBody>)
Destroy a batch of bodies, destroying all attached PhysicsShape and PhysicsJoint. Any invalid bodies will be ignored. Owned bodies will produce a warning and will not be destroyed (See PhysicsBody.SetOwner).
public static void DestroyBatch(ReadOnlySpan<PhysicsBody> bodies)
Parameters
The bodies to destroy.
Examples
// Destroy every body returned by a batch creation call.using UnityEngine;using Unity.Collections;using Unity.U2D.Physics;public class DestroyBatchExample : MonoBehaviour{ public PhysicsBodyDefinition bodyDefinition = PhysicsBodyDefinition.defaultDefinition; void Start() { PhysicsWorld world = PhysicsWorld.defaultWorld; NativeArray<PhysicsBody> bodies = world.CreateBodyBatch(bodyDefinition, 500); PhysicsBody.DestroyBatch(bodies); bodies.Dispose(); }}
DestroyBatch(ReadOnlySpan<PhysicsBody>, int)
Destroy a batch of bodies, destroying all attached shapes and joints. Any invalid bodies are ignored. A body owned by a different owner key is skipped and left valid; a body with no owner, or one matching the given owner key, is destroyed. One summary warning reports how many bodies were skipped this way, rather than one warning per body.
public static void DestroyBatch(ReadOnlySpan<PhysicsBody> bodies, int ownerKey)