Version: 2022.3
LanguageEnglish
  • C#

CollisionDetectionMode

enumeration

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

The collision detection mode constants used for Rigidbody.collisionDetectionMode.

//This script allows you to switch collision detection mode at the press of the space key, and move your GameObject. It also outputs collisions that occur to the console.
//Attach this script to a GameObject and make sure it has a Rigidbody component
//If it doesn't have a Rigidbody component, click the GameObject, go to its Inspector and click the Add Component button. Then, go to Physics>Rigidbody.
//Create another GameObject. Make sure it has a Collider, so you can test collisions between them.

using UnityEngine;

public class Example : MonoBehaviour { Rigidbody m_Rigidbody; public float m_Speed;

void Start() { //Fetch the Rigidbody of the GameObject (make sure this is attached in the Inspector window) m_Rigidbody = GetComponent<Rigidbody>(); //Make sure the Rigidbody can't rotate or move in the z axis for this example m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ; }

void Update() { //Change the GameObject's movement in the X axis float translationX = Input.GetAxis("Horizontal") * m_Speed; //Change the GameObject's movement in the Y axis float translationY = Input.GetAxis("Vertical") * m_Speed;

//Move the GameObject transform.Translate(new Vector3(translationX, translationY, 0));

//Press the space key to switch the collision detection mode if (Input.GetKeyDown(KeyCode.Space)) SwitchCollisionDetectionMode(); }

//Detect when there is a collision starting void OnCollisionEnter(Collision collision) { //Ouput the Collision to the console Debug.Log("Collision : " + collision.gameObject.name); }

//Detect when there is are ongoing Collisions void OnCollisionStay(Collision collision) { //Output the Collision to the console Debug.Log("Stay : " + collision.gameObject.name); }

//Switch between the different Collision Detection Modes void SwitchCollisionDetectionMode() { switch (m_Rigidbody.collisionDetectionMode) { //If the current mode is continuous, switch it to continuous dynamic mode case CollisionDetectionMode.Continuous: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; break; //If the current mode is continuous dynamic, switch it to continuous speculative case CollisionDetectionMode.ContinuousDynamic: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative; break;

// If the curren mode is continuous speculative, switch it to discrete mode case CollisionDetectionMode.ContinuousSpeculative: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.Discrete; break;

//If the current mode is discrete, switch it to continuous mode case CollisionDetectionMode.Discrete: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous; break; } } }

Properties

DiscreteContinuous collision detection is off for this Rigidbody.
ContinuousContinuous collision detection is on for colliding with static mesh geometry.
ContinuousDynamicContinuous collision detection is on for colliding with static and dynamic geometry.
ContinuousSpeculativeSpeculative continuous collision detection is on for static and dynamic geometries