The total number of custom PhysicsShape2D assigned to the Collider. (Read Only)
All the shapes represented here contain a total vertex count of customVertexCount.
NOTE: This property should not be confused with Collider2D.shapeCount which is a count of active shapes on the Collider2D. The CustomCollider2D has this property too. If a Collider2D is disabled, inactive or in error then the Collider2D.shapeCount will be zero whereas the customShapeCount will always be a count of assigned custom PhysicsShape2D.
using UnityEngine; using UnityEngine.Assertions;
public class Example : MonoBehaviour { void Start() { // Fetch the custom collider. var customCollider = GetComponent<CustomCollider2D>();
// Create a shape group. var shapeGroup = new PhysicsShapeGroup2D();
// Add a Circle to the shape group. shapeGroup.AddCircle ( center: new Vector2(-1f, 0f), radius: 0.5f );
// Add a box to the shape group. shapeGroup.AddBox ( center: new Vector2(1f, 0f), size: new Vector2(1f, 1f) );
// Assign our shapes. customCollider.SetCustomShapes(shapeGroup);
// Validate the custom shape count. Assert.AreApproximatelyEqual(shapeGroup.shapeCount, customCollider.customShapeCount); } }