# adjacentEnd

> Defines the position of a virtual point adjacent to the end vertex of an edge shape.

## Definition

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

```csharp
public Vector2 adjacentEnd { get; set; }
```

### Remarks

An edges shape is comprised of multiple edges (line segments) defined by all its vertices. However, when a collision occurs with the end vertex of the shape then this vertex can be used to form a collision normal, and calculate the collision response. This allows for joining of individual edge shapes to produce a continuous collision surface.

This property is identical to [\_adjacentEndPoint](/engine/6000.7/script-reference/unityengine/edgecollider2d/adjacentendpoint.md). It is only used when the [shapeType](/engine/6000.7/script-reference/unityengine/physicsshape2d/shapetype.md) is [PhysicsShapeType2D.Edges](/engine/6000.7/script-reference/unityengine/physicsshapetype2d/edges.md) and [useAdjacentEnd](/engine/6000.7/script-reference/unityengine/physicsshape2d/useadjacentend.md) is true.
