Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

PhysicsShapeGroup2D.AddCircle

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public int AddCircle(Vector2 center, float radius);

Parameters

center The center point of the circle shape. This is analogous to Collider2D.offset.
radius The radius of the circle defining a radius around the center. This is identical to CircleCollider2D.radius.

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 circle shape (PhysicsShapeType2D.Circle) to the shape group.

A circle shape is comprised of a single vertex (center ) and a radius that extends around that vertex. This is the most memory efficient and fastest primitive to use in all use-cases.

NOTE: A circle 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 Circle. var shapeIndex = shapeGroup.AddCircle ( center: new Vector2(-2f, 3f), radius: 1f );

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

// Validate what we created. Assert.AreEqual(PhysicsShapeType2D.Circle, physicsShape.shapeType); Assert.AreApproximatelyEqual(1f, physicsShape.radius); Assert.AreEqual(1, physicsShape.vertexCount); }

// Get a physics shape from a Collider. void GetShapeFromCollider() { // Fetch the collider. var collider = GetComponent<CircleCollider2D>();

// 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.radius = 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.Circle, physicsShape.shapeType); Assert.AreApproximatelyEqual(1f, physicsShape.radius); Assert.AreEqual(1, physicsShape.vertexCount); } }