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Unity Engine


PhysicsEvents.ContactEndEvent

An event produced by a pair of Shapes, neither of which are a trigger, stopped touching. You will get an end event if you do anything that destroys contacts prior to the last world simulation step which include things like setting the body transform, destroying a body etc. The shapes provided may have been destroyed so they should always be validated with _isValid. See _contactEndEvents.
Read time 1 minuteLast updated 2 days ago

Definition

public readonly struct PhysicsEvents.ContactEndEvent : IEquatable<PhysicsEvents.ContactEndEvent>

Properties

Property

Description

contactIdThe unique Id of the contact. This contact is volatile and may be destroyed automatically when the world is modified or simulated therefore it should always be checked for validity with _isValid.
lastGroupWhether this is the last contact event between the two groups the shapes belong to. Always true when either shape has no group or the world has event grouping disallowed. This is only reliable when each group's shapes all belong to one body.
shapeAOne of the shapes involved in the event.
shapeBThe other shape involved in the event.