Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


GetContacts

Retrieves all contact points for all of the Collider(s) attached to this Rigidbody, with the results filtered by the ContactFilter2D.
Read time 4 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.Physics2DModule

GetContacts(ContactFilter2D, ContactPoint2D[])

Retrieves all contact points for all of the Collider(s) attached to this Rigidbody, with the results filtered by the
ContactFilter2D
.
public int GetContacts(ContactFilter2D contactFilter, ContactPoint2D[] contacts)

Parameters

contactFilter

The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

An array of ContactPoint2D used to receive the results.

Returns

Type

Description

intReturns the number of contacts placed in the
contacts
array.

Remarks

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points. This is true even if the
contactFilter
has its _useTriggers set to true.
When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

GetContacts(ContactFilter2D, List<ContactPoint2D>)

Retrieves all contact points for all of the Collider(s) attached to this Rigidbody.
public int GetContacts(ContactFilter2D contactFilter, List<ContactPoint2D> contacts)

Parameters

contactFilter

The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

A list of ContactPoint2D used to receive the results.

Returns

Type

Description

intReturns the number of contacts placed in the
contacts
list.

Remarks

Contacts involving a Collider2D set to be a trigger will never be returned here because trigger Colliders do not have contact points.
The integer return value is the number of results written into the
contacts
list. The contacts list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the
contacts
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
The results can also be filtered by the
contactFilter
.

GetContacts(ContactFilter2D, Collider2D[])

Retrieves all Colliders in contact with any of the Collider(s) attached to this rigidbody, with the results filtered by the
ContactFilter2D
.
public int GetContacts(ContactFilter2D contactFilter, Collider2D[] colliders)

Parameters

contactFilter

The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

colliders

An array of Collider2D used to receive the results.

Returns

Type

Description

intReturns the number of colliders placed in the
colliders
array.

Remarks

When retrieving contacts, you should ensure that the provided array is large enough to contain all the contacts you are interested in. Typically the array would be reused therefore it would be a size to return a reasonable quantity of contacts. This function also means that no allocations occur which means no work is produced for the garbage collector.

GetContacts(ContactFilter2D, List<Collider2D>)

Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody.
public int GetContacts(ContactFilter2D contactFilter, List<Collider2D> colliders)

Parameters

contactFilter

The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

A list of Collider2D used to receive the results.

Returns

Type

Description

intReturns the number of Colliders placed in the
colliders
list.

Remarks

The integer return value is the number of results written into the
colliders
list. The contacts list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the
colliders
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
The results can also be filtered by the
contactFilter
.

GetContacts(ContactFilter2D, Allocator)

Retrieves all contact points for all of the Collider(s) attached to this Rigidbody.
public NativeArray<ContactPoint2D> GetContacts(ContactFilter2D contactFilter, Allocator allocator = Allocator.Temp)

Parameters

contactFilter

The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<ContactPoint2D>A collection of ContactPoint2D containing the results. The collection does not allocate any managed memory but must be disposed of.