# contactThreshold

> A threshold below which a contact is automatically disabled.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public static float contactThreshold { get; set; }
```

### Remarks

Colliders placed side-by-side do not form a continuous surface which can result in unwanted contacts (known as "ghost collisions") when moving across these colliders. The main use-case here is to try to suppress these kinds of contacts.

When using a [Rigidbody2D](/engine/6000.7/script-reference/unityengine/rigidbody2d.md) set to [CollisionDetectionMode2D.Continuous](/engine/6000.7/script-reference/unityengine/collisiondetectionmode2d/continuous.md), if a contact overlaps with a distance less than this threshold, it is automatically disabled as indicated in [\_enabled](/engine/6000.7/script-reference/unityengine/collision2d/enabled.md).

The threshold is not used when the [Rigidbody2D](/engine/6000.7/script-reference/unityengine/rigidbody2d.md) is set to [CollisionDetectionMode2D.Discrete](/engine/6000.7/script-reference/unityengine/collisiondetectionmode2d/discrete.md) or the threshold is set to zero.

**NOTES**: Caution is advised against changing this threshold as increasing it may cause valid contacts to be disabled resulting in collider penetration/tunnelling and reducing it may allow unwanted contacts to be left enabled. Also, there is no guarantee that all such unwanted contacts can be suppressed with the contact threshold.
