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Unity Engine


PhysicsShape.ContactManifold.ManifoldPoint

Contains all the detail related to the geometry and dynamics of the contact. You may use the _totalNormalImpulse to determine if there was an interaction during the time step.
Read time 2 minutesLast updated 12 days ago

Definition

public struct PhysicsShape.ContactManifold.ManifoldPoint : IEquatable<PhysicsShape.ContactManifold.ManifoldPoint>

Properties

Property

Description

anchorALocation of the contact point relative to shapeA's origin in world space. During a pre-contact callback this may be modified, and the solver uses the new value this step.
anchorBLocation of the contact point relative to shapeB's origin in world space. During a pre-contact callback this may be modified, and the solver uses the new value this step.
idUniquely identifies a contact point between two shapes. This should not be confused with PhysicsShape.ContactId.
normalImpulseThe impulse along the manifold normal vector. During a pre-contact callback this may be modified to seed the solver's warm start for this step.
normalVelocityRelative normal velocity pre-solve. Used for hit events. If the normal impulse is zero then there was no hit. Negative means shapes are approaching.
persistedDid this contact point exist the previous step?
pointAThe contact point on the first shape's surface, in world space. Sampled when the contact is updated, so it lags behind when contact recycling is used.
pointBThe contact point on the second shape's surface, in world space. Sampled when the contact is updated, so it lags behind when contact recycling is used.
separationThe separation of the contact point, negative if penetrating. During a pre-contact callback this may be modified, and the solver uses the new value this step.
speculativeIs the contact point speculative i.e. not currently interacting?
tangentImpulseThe friction impulse. During a pre-contact callback this may be modified to seed the solver's warm start for this step.
totalNormalImpulseThe total normal impulse applied across sub-stepping and restitution. This includes the warm starting impulse, the sub-step delta impulse, and the restitution impulse. This can be used to identify speculative contact points that had an interaction during the simulation step.