Select your preferred scripting language. All code snippets will be displayed in this language.
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.
CloseFor 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.
CloseThe specific points of contact with the incoming Collider2D. You should avoid using this as it produces memory garbage. Use GetContacts instead.
See Also: Collider2D class.
#pragma strict
public var explosion: GameObject; function OnCollisionEnter2D(coll: Collision2D) {
// If a missile hits this object if (coll.transform.tag == "Missile") { Debug.Log("HIT!");
// Spawn an explosion at each point of contact for (var missileHit: ContactPoint2D in coll.contacts) { var hitPoint: Vector2 = hits.point; Instantiate(explosion, new Vector3(hitPoint.x, hitPoint.y, 0), Quaternion.identity); } } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public GameObject explosion;
void OnCollisionEnter2D(Collision2D coll) { // If a missile hits this object if (coll.transform.tag == "Missile") { Debug.Log("HIT!");
// Spawn an explosion at each point of contact foreach (ContactPoint2D missileHit in coll.contacts) { Vector2 hitPoint = missileHit.point; Instantiate(explosion, new Vector3(hitPoint.x, hitPoint.y, 0), Quaternion.identity); } } } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information