The 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); } } } }
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