DestroyBatch
Destroy a batch of shapes, destroying all PhysicsShape.Contact the shapes are involved in. Any invalid shapes will be ignored including chain segment shapes created via a PhysicsChain (the chain must be destroyed)." Owned shapes will produce a warning and will not be destroyed (See PhysicsShape.SetOwner ). See PhysicsBody.MassConfiguration.
Read time 2 minutesLast updated 13 days ago
Definition
- Type: Method
- Namespace: Unity.U2D.Physics
- Assembly: UnityEngine.PhysicsCore2DModule
DestroyBatch(ReadOnlySpan<PhysicsShape>, bool)
Destroy a batch of shapes, destroying all PhysicsShape.Contact the shapes are involved in. Any invalid shapes will be ignored including chain segment shapes created via a PhysicsChain (the chain must be destroyed)." Owned shapes will produce a warning and will not be destroyed (See PhysicsShape.SetOwner). See PhysicsBody.MassConfiguration.
public static void DestroyBatch(ReadOnlySpan<PhysicsShape> shapes, bool updateBodyMass)
Parameters
The shapes to destroy.
Whether to update the body mass configuration. Not doing so is faster, especially when destroying multiple shapes.
DestroyBatch(ReadOnlySpan<PhysicsShape>, bool, int)
Destroy a batch of shapes, destroying all contacts the shapes are involved in. Any invalid shapes are ignored, including chain segment shapes created by a chain, which must be destroyed through their owning chain instead. A shape owned by a different owner key is skipped and left valid; a shape with no owner, or one matching the given owner key, is destroyed. One summary warning reports how many shapes were skipped this way, rather than one warning per shape.
public static void DestroyBatch(ReadOnlySpan<PhysicsShape> shapes, bool updateBodyMass, int ownerKey)
Parameters
The shapes to destroy.
Whether to update the body mass configuration. Not doing so is faster, especially when destroying multiple shapes.
Optional owner key returned when using PhysicsShape.SetOwner.