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Rigidbody2D.attachedColliderCount question C#
Is it possible to use this
Rigidbody2D.attachedColliderCount
to actually count the rigidbodies attached to a sphere?
I would like to be able to have a sphere and then hit it with another sphere and right now what I have makes them stick, but I want Unity to Debug.Log how many spheres are attached to the main sphere.
Any push in the right direction would be helpful and appreciated.
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