contacts
The contact points generated by the physics engine. You should avoid using this as it produces memory garbage. Use Collision.GetContact or Collision.GetContacts instead.
Read time 1 minuteLast updated 4 days ago
Definition
- Type: Property
- Namespace: UnityEngine
- Assembly: UnityEngine.PhysicsModule
public ContactPoint[] contacts { get; }
Remarks
Every contact contains a contact point, normal and the two colliders that collided (see ContactPoint). From inside MonoBehaviour.OnCollisionStay(Collision) or MonoBehaviour.OnCollisionEnter(Collision) you can always be sure that has at least one element.
contactsExamples
using UnityEngine;public class ExampleScript : MonoBehaviour{ void OnCollisionStay(Collision collision) { foreach (ContactPoint contact in collision.contacts) { print(contact.thisCollider.name + " hit " + contact.otherCollider.name); // Visualize the contact point Debug.DrawRay(contact.point, contact.normal, Color.white); } }}
// A grenade // - instantiates an explosion Prefab when hitting a surface // - then destroys itselfusing UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public Transform explosionPrefab; void OnCollisionEnter(Collision collision) { ContactPoint contact = collision.contacts[0]; Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); Vector3 pos = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(gameObject); }}