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 contact points generated by the physics engine.
Every contact contains a contact point, normal and the two colliders that collided (see ContactPoint).
From inside OnCollisionStay or OnCollisionEnter you can
always be sure that contacts
has at least one element.
function OnCollisionStay(collision : Collision) { for (var contact : ContactPoint in collision.contacts) { print(contact.thisCollider.name + " hit " + contact.otherCollider.name); // Visualize the contact point Debug.DrawRay(contact.point, contact.normal, Color.white); } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void OnCollisionStay(Collision collision) { foreach (ContactPoint contact in collision.contacts) { print(contact.thisCollider.name + " hit " + contact.otherCollider.name); Debug.DrawRay(contact.point, contact.normal, Color.white); } } }
#pragma strict // A grenade // - instantiates a explosion prefab when hitting a surface // - then destroys itself public var explosionPrefab: Transform; function OnCollisionEnter(collision: Collision) { var contact: ContactPoint = collision.contacts[0]; var rot: Quaternion = Quaternion.FromToRotation(Vector3.up, contact.normal); var pos: Vector3 = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(gameObject); }
// A grenade // - instantiates a explosion prefab when hitting a surface // - then destroys itself
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform explosionPrefab; void OnCollisionEnter(Collision collision) { ContactPoint contact = collision.contacts[0]; Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); Vector3 pos = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(gameObject); } }