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Unity Engine


PhysicsEvents.ContactHitEvent

An event produced when a pair of PhysicsShape come into contact at relative speed exceeding the _contactHitEventThreshold. The shapes provided may have been destroyed so they should always be validated with _isValid. This may be reported for speculative contacts that have a confirmed impulse. See _contactHitEvents.
Read time 1 minuteLast updated 13 days ago

Definition

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

Properties

Property

Description

approachSpeedThe speed the shapes are approaching, typically in meters per second. This value is always positive.
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.
normalNormal vector that always points in the direction from shape A to shape B.
pointPoint where the shapes hit at the beginning of the time step. This is a mid-point between the two surfaces. It could be at speculative point where the two shapes were not touching at the beginning of the time step.
shapeAOne of the shapes involved in the event.
shapeBThe other shape involved in the event.