Version: Unity 6 Preview (6000.0)
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  • C#

CustomCollider2D.ClearCustomShapes

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Declaration

public void ClearCustomShapes();

Description

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); } }

Declaration

public void ClearCustomShapes(int shapeIndex, int shapeCount);

Parameters

shapeIndex The index of the shape stored in the Collider.
shapeCount The number of shapes to delete starting at the specified index.

Description

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); } }