Click or drag to resize

ContactManager Fields

The ContactManager type exposes the following members.

Fields
 NameDescription
Public fieldBeginContact Fires when a contact is created
Public fieldBroadPhase 
Public fieldCollideMultithreadThreshold A threshold for activating multiple cores to solve Collide. An World with a contact count above this threshold will use multiple threads to solve Collide. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}.
Public fieldContactFilter The filter used by the contact manager.
Public fieldContactList 
Public fieldEndContact Fires when a contact is deleted
Public fieldOnBroadphaseCollision Fires when the broadphase detects that two Fixtures are close to each other.
Public fieldPositionConstraintsMultithreadThreshold A threshold for activating multiple cores to solve PositionConstraints. An Island with a contact count above this threshold will use multiple threads to solve PositionConstraints. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}.
Public fieldPostSolve Fires after the solver has run
Public fieldPreSolve Fires before the solver runs
Public fieldVelocityConstraintsMultithreadThreshold A threshold for activating multiple cores to solve VelocityConstraints. An Island with a contact count above this threshold will use multiple threads to solve VelocityConstraints. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}.
Top
See Also