# anchorA

> Location 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.

## Definition

* **Type:** Property
* **Namespace:** [Unity.U2D.Physics](/engine/6000.7/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

```csharp
public Vector2 anchorA { readonly get; set; }
```
