A box-shaped primitive collider.
The center of the box, measured in the object's local space.
The size of the box, measured in the object's local space.
Enabled Colliders will collide with other colliders, disabled Colliders won't.
The rigidbody the collider is attached to.
Is the collider a trigger?
The material used by the collider.
The shared physic material of this collider.
The world space bounding volume of the collider.
The tag of this game object.
The name of the object.
Should the object be hidden, saved with the scene or modifiable by the user?
The closest point to the bounding box of the attached collider.
Casts a Ray that ignores all Colliders except this one.
Returns the component of Type type if the game object has one attached, null if it doesn't.
Returns the component of Type type in the GameObject or any of its children using depth first search.
Returns all components of Type type in the GameObject or any of its children.
Returns all components of Type type in the GameObject.
Is this game object tagged tag?
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
Calls the method named methodName on every MonoBehaviour in this game object.
Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
Returns the instance id of the object.
Returns the name of the game object.
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
Does the object exist?
Clones the object original and returns the clone.
Removes a gameobject, component or asset.
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
Returns a list of all active loaded objects of Type type.
Returns the first active loaded object of Type type.
Compares if two objects refer to the same.
Compares if two objects refer to a different object.
Makes the object target not be destroyed automatically when loading a new scene.