Version: Unity 6 Preview (6000.0)
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PhysicsShapeGroup2D.AddBox

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Declaration

public int AddBox(Vector2 center, Vector2 size, float angle = 0f, float edgeRadius = 0f);

Parameters

center The center point of the box shape. This is analogous to Collider2D.offset.
size The size of the box. This is identical to BoxCollider2D.size.
angle The angle in degrees the box should be rotated around the center.
edgeRadius The radius extending around the edges of the box. This is identical to BoxCollider2D.edgeRadius.

Returns

int Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape.

Description

Adds a box shape (PhysicsShapeType2D.Polygon) to the shape group.

A box shape is a form of convex polygon with four vertices and an edgeRadius that extends around the four edges. The ability to add a box shape is a convenience only and does not represent an actual primitive shape.

NOTE: A box forms a closed shape and does have an interior therefore its interior is detectable by physics queries etc.

using UnityEngine;
using UnityEngine.Assertions;

public class Example : MonoBehaviour { void Start() { CreateShape(); GetShapeFromCollider(); }

// Create a custom shape. void CreateShape() { // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D();

// Add a Box (polygon with four vertices). // NOTE: Both the angle and edgeRadius arguments are optional. var shapeIndex = shapeGroup.AddBox ( center: new Vector2(3f, 2f), size: new Vector2(1f, 1f), angle: 0f, edgeRadius: 0f );

// Fetch the actual shape created. var physicsShape = shapeGroup.GetShape(shapeIndex);

// Validate what we created. Assert.AreEqual(PhysicsShapeType2D.Polygon, physicsShape.shapeType); Assert.AreEqual(4, physicsShape.vertexCount); Assert.AreApproximatelyEqual(0f, physicsShape.radius); }

// Get a physics shape from a Collider. void GetShapeFromCollider() { // Fetch the collider. var collider = GetComponent<BoxCollider2D>();

// If the collider is not active and enabled then we'll get no shapes. // Let's just quit if not. if (!collider.isActiveAndEnabled) return;

// Configure the collider. collider.offset = new Vector2(3f, 2f); collider.size = new Vector2(1f, 1f);

// Create a shape group. var shapeGroup = new PhysicsShapeGroup2D();

// Get the collider shapes. collider.GetShapes(shapeGroup);

// Fetch the actual shape. var physicsShape = shapeGroup.GetShape(0);

// Validate what we retrieved. Assert.AreEqual(PhysicsShapeType2D.Polygon, physicsShape.shapeType); Assert.AreEqual(4, physicsShape.vertexCount); } }