# GetWorlds(Allocator)

> Get all the active PhysicsWorld. This includes the _defaultWorld so will always contain at least a single world.

## Definition

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

```csharp
public static NativeArray<PhysicsWorld> GetWorlds(Allocator allocator = Allocator.Temp)
```

### Parameters

**** (\[Allocator]\(/engine/6000.7/script-reference/unity/collections/allocator)): The memory allocator to use for the results. This can only be [Allocator.Temp](/engine/6000.7/script-reference/unity/collections/allocator/temp.md), [Allocator.TempJob](/engine/6000.7/script-reference/unity/collections/allocator/tempjob.md) or [Allocator.Persistent](/engine/6000.7/script-reference/unity/collections/allocator/persistent.md).

### Returns

| Type                                                                                            | Description                                                                                                                                          |
| ----------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- |
| [NativeArray\<PhysicsWorld>](/engine/6000.7/script-reference/unity/collections/nativearray1.md) | The active world results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty. |
