# preContactCallbacks

> Controls whether this shape produces pre-contact and pre-continuous callbacks. This only applies to Dynamic bodies and is ignored for triggers. These are relatively expensive so disabling them can provide a significant performance benefit.

## Definition

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

```csharp
public bool preContactCallbacks { get; set; }
```

### Remarks

A pre-contact callback calls the [\_callbackTarget](/engine/6000.7/script-reference/unity/u2d/physics/physicsshape/callbacktarget.md) for both shapes involved if they implement [PhysicsCallbacks.IPreContactCallback](/engine/6000.7/script-reference/unity/u2d/physics/physicscallbacks/iprecontactcallback.md). A pre-continuous callback calls it if they implement [PhysicsCallbacks.IPreContinuousCallback](/engine/6000.7/script-reference/unity/u2d/physics/physicscallbacks/iprecontinuouscallback.md). The deprecated IPreSolveCallback is also driven by this switch, for targets that only implement it.
