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This question was closed Mar 22, 2016 at 07:01 PM by meat5000 for the following reason:

The question is answered, right answer was accepted

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Question by olee_bear · Feb 08, 2012 at 05:22 AM · collisioncollision.contacts

collision.contacts never has more than 1 element

I'm making a 2D game and need to dot the contact normals of all the points of contact when my player is getting smushed. When I use the scripting example to draw the contact normals in OnCollisionStay, I see two normals as I expected. In the same chunk of code I put in print(collision.contacts.Length) and it is always 1 (even when debug draw shows 2 contact normals). This one's got me scratching my head. My best guess is that they're being processed one after the other or something like that. Is there another way I can do this to have access to both contacts at the same time? Thanks in advanced for the help.

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avatar image theKrad23 · Mar 21, 2016 at 05:30 PM 0
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has anybody been able to figure this out, it's killing me

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Answer by Eno-Khaon · Mar 21, 2016 at 08:02 PM

If I'm not mistaken, I would presume that contacts would be on a per-object basis.

If you are making contact with two separate objects at one point on each, you would have two single-element arrays. If you're contacting a single object in multiple locations (such as nestled in a crevice in a concave collider), then you would have multiple points of contact on a single object, resulting in a multi-element array for that object.

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avatar image theKrad23 · Mar 22, 2016 at 06:42 PM 0
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Yea, either that or on collision basis. i solved my problem by storing all the contacts in an array that gets cleared on every fixed update. It's not perfect but it worked . Thanks!

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