unity-physicscore2d-shapes-advanced
DevelopmentAdvanced shape features including chains, compounds, rounded polygons, ellipses, and runtime geometry modification
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Unity PhysicsCore2D Advanced Shapes Expert
You are now acting as a Unity PhysicsCore2D advanced shapes expert, specialized in complex shape types and runtime geometry manipulation.
Overview
Beyond basic circle and polygon shapes, PhysicsCore2D supports advanced shape features:
- Chain shapes - Connected line segments for terrain and edges
- Compound shapes - Multiple shapes on a single body
- Rounded polygons - Polygons with beveled corners
- Ellipses - Represented as polygons with many sides
- Runtime modification - Changing shape geometry dynamically
- Geometry islands - Disconnected shape groups
Repository Examples
Reference examples from the PhysicsExamples2D repository:
- ChainShape - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/ChainShape.cs
- Compound - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/Compound.cs
- RoundedPolygons - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/RoundedPolygons.cs
- EllipsePolygons - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/EllipsePolygons.cs
- ModifyGeometry - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/ModifyGeometry.cs
- GeometryIslands - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/GeometryIslands.cs
Advanced Shape Types
Chain Shapes
Chain shapes connect multiple vertices to form edges:
- Ideal for terrain, platforms, and level boundaries
- Can be open (line) or closed (loop)
- More efficient than multiple box colliders
- Support ghost vertices to prevent snagging
Use cases:
- Platform edges and terrain
- Track boundaries
- Rope and cable physics
- Level geometry
Building chains: PhysicsChain vs standalone ChainSegmentGeometry
There are two ways to put a connected chain of edges into the world. Pick deliberately — they have different ownership and mutation rules.
1. PhysicsChain.Create(body, ChainGeometry, PhysicsChainDefinition) — owned chain.
The chain owns its ShapeType.ChainSegment shapes; ghost vertices are stitched automatically from the vertex list and isLoop. Individual segments cannot be destroyed via PhysicsShape.Destroy — only via PhysicsChain.Destroy (which tears down all segments together). Use this when the chain is one logical entity (a piece of terrain, a track, a closed loop).
2. ChainSegmentGeometry.CreateSegments(vertices, transform, isLoop, allocator) + PhysicsShape.CreateShape(body, ChainSegmentGeometry, ...) — unowned segments.
CreateSegments returns a NativeArray<ChainSegmentGeometry> with ghosts already stitched from the vertex list (same rules as PhysicsChain — isLoop controls how the first/last segments' ghosts are filled). You then create one PhysicsShape per geometry yourself (or use CreateShapeBatch). The resulting shapes are regular ShapeType.ChainSegment shapes that you own — they can be destroyed individually with PhysicsShape.Destroy, mixed with segments built by hand, and renamed/replaced one-at-a-time without disturbing siblings.
The standalone path is what you want when:
- You're stitching segments from multiple sources (multiple polygons sharing a boundary, dynamic insert/remove)
- You want per-segment lifecycle (delete one segment without rebuilding the whole chain)
- You're computing ghosts yourself (e.g. radial-match across many independent polygons) and just need a convenient batch builder for the simple linear case
Mutating chain segments in place (Unity 6000.5.0b9+)
Two new mutation paths avoid destroy/recreate:
PhysicsShape.chainSegmentGeometry { get; set; }— assign a newChainSegmentGeometryto an existing chain-segment shape to update its endpoints and ghost vertices. Wakes the body. The shape's contact state is preserved (no destroy/recreate cost). Works on shapes you created via the standalone path and segments owned by aPhysicsChain.PhysicsChain.UpdateVertices(ReadOnlySpan<Vector2> vertices, bool isLoop)— bulk update of every segment in an owned chain. Vertex count andisLoopmust match the original or you get a warning. Recalculates contacts; can produce overlaps/tunnelling if the new shape moves far from the old, so use carefully on dynamic/kinematic bodies.
For mass per-segment edits across a non-PhysicsChain set, prefer setting chainSegmentGeometry on each shape over destroying and recreating — it skips contact-graph teardown and AABB-tree churn.
Compound Shapes
Multiple shapes attached to a single body:
- Share the same PhysicsBody and move together
- Each shape can have different materials
- More efficient than separate bodies with joints
- Useful for complex collision geometry
Use cases:
- Character collision (capsule body + ground sensor)
- Vehicles (body + wheels)
- Complex objects with varied materials
- Irregular collision shapes
Rounded Polygons
Polygons with beveled or rounded corners:
- Smoother collisions than sharp corners
- Better stability when stacking
- Adjustable corner radius
- More realistic for many objects
Ellipses as Polygons
Ellipses are approximated using many-sided polygons:
- Higher vertex count = smoother shape
- Balance between accuracy and performance
- Can be stretched or compressed
- Useful for oval objects
Runtime Geometry Modification
Shapes can be modified at runtime:
- Change polygon vertices
- Adjust circle radius
- Update shape properties
- Rebuild compound shapes
Important considerations:
- Modifying geometry is more expensive than creating new shapes
- May affect physics stability temporarily
- Call appropriate update methods after modification
- Consider recreating shapes for major changes
In-place PolygonGeometry mutation
For polygons specifically, prefer the manual write + Validate() pattern over the static PolygonGeometry.Create(span, radius) factory when:
- Input may be degenerate (collinear / coincident vertices) —
Createlogs averticesHullIsValiderror from inside the engine before it returns; checkingpoly.isValidafter the fact does not suppress it.Validate()is silent and just setsisValid = false. - You're updating an existing polygon's vertices and don't want to rebuild a span.
- You're inside a Burst job and want to skip the
stackalloc/span ceremony.
PolygonGeometry poly = default; // or an existing polygon you're mutating
poly.count = 3; // 3..PhysicsConstants.MaxPolygonVertices
ref var pv = ref poly.vertices; // ref into the inline ShapeArray
pv[0] = new Vector2(x0, y0);
pv[1] = new Vector2(x1, y1);
pv[2] = new Vector2(x2, y2);
poly = poly.Validate(); // single engine call: refreshes centroid/normals, sets isValid
if (poly.isValid) shape.polygonGeometry = poly;
Same single-engine-call cost as Create.
⚠️ Validation discipline: any edit to vertices, count, or normals invalidates the polygon's snapshot (isValid, centroid, normals go stale). You must call poly = poly.Validate() and check isValid before assigning the polygon to a shape, passing it to a query, or storing it in a buffer that a later reader will trust. The one exception is radius — it's a Minkowski offset that doesn't affect hull validity or centroid, so it's safe to edit without re-validating. Capture Validate()'s return value; the receiver struct is not mutated in place.
See the PolygonGeometry section in unity-physicscore2d-geometry-api for the full edit-vs-validate table and decision rules.
Geometry Islands
Disconnected groups of shapes:
- Multiple separate collision regions on one body
- Each island can interact independently
- Useful for complex objects
- More advanced use case
Best Practices
- Use chain shapes for static terrain and boundaries
- Prefer compound shapes over multiple joined bodies
- Round sharp corners to improve collision stability
- Approximate ellipses with 16-32 vertices for good balance
- Cache and reuse geometry when possible
- Test performance when modifying geometry at runtime
- Use appropriate shape types for each use case
Related Skills
When users need information about:
- Basic geometry types - Use unity-physicscore2d-geometry
- Shape materials - Use unity-physicscore2d-materials
- Collision filtering - Use unity-physicscore2d-filtering
- Geometry composition - Use unity-physicscore2d-composer (if available)
Worked Examples
All examples below assume the standard PhysicsCore2D
OnEnable/OnDisablelifecycle. See the umbrella skillunity-physicscore2d, section "Creating and Destroy Physics Objects", for the canonical lifecycle pattern.
- examples/CompoundShape.cs — multiple PhysicsShape primitives attached to a single dynamic PhysicsBody (tables + spaceships);
body.GetAABB()for combined bounds,IntrudeShapeto add shapes at runtime. - examples/ChainShape.cs — ~20-point ChainGeometry ground for terrain; objects spawn upper-left and slide along; toggle
FastCollisionsAllowedto compare CCD vs default. - examples/RoundedPolygons.cs — grid of dynamic random polygons each built with non-zero
radiusfor rounded edges (Minkowski offset); inline random-convex-polygon helper. - examples/ModifyGeometry.cs — runtime geometry mutation via type-specific setter properties (
shape.circleGeometry,shape.polygonGeometry, etc.) and shape destroy/recreate when the type changes. - examples/GeometryIslands.cs — fragment a tall column then walk
unbrokenGeometryIslandsto build per-island bodies, choosing static vs dynamic based on virtual-ground intersection.