Deletes all the shapes and associated vertices for those shapes from the Collider.
Any existing contacts for this Collider will be recalculated during the next simulation step.
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 5 Circles to the shape group. shapeGroup.AddCircle(center: new Vector2(3f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(4f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(5f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(6f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(7f, 0f), radius: 0.5f);
// Assign our shapes. customCollider.SetCustomShapes(shapeGroup);
// Validate the contents of the custom collider. Assert.AreEqual(5, customCollider.customShapeCount);
// Clear all the remaining shapes. customCollider.ClearCustomShapes();
// Validate the contents of the custom collider. Assert.AreEqual(0, customCollider.customShapeCount); } }
shapeIndex | The index of the shape stored in the Collider. |
shapeCount | The number of shapes to delete starting at the specified index. |
Deletes a specific number of shapes defined by shapeCount
starting at shapeIndex
along with all associated vertices those shapes use.
Any existing contacts for this Collider will be recalculated during the next simulation step.
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 5 Circles to the shape group. shapeGroup.AddCircle(center: new Vector2(3f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(4f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(5f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(6f, 0f), radius: 0.5f); shapeGroup.AddCircle(center: new Vector2(7f, 0f), radius: 0.5f);
// Assign our shapes. customCollider.SetCustomShapes(shapeGroup);
// Validate the contents of the custom collider. Assert.AreEqual(5, customCollider.customShapeCount);
// Clear the first 2 shapes. customCollider.ClearCustomShapes(shapeIndex: 0, shapeCount: 2);
// Validate the contents of the custom collider. Assert.AreEqual(3, customCollider.customShapeCount);
// Clear the remaining 3 shapes. customCollider.ClearCustomShapes(shapeIndex: 0, shapeCount: 3);
// Validate the contents of the custom collider. Assert.AreEqual(0, customCollider.customShapeCount); } }