other | The Collision data associated with this collision. |
:ref::OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
In contrast to OnTriggerStay, OnCollisionStay is passed the Collision class and not a Collider.
The Collision class contains information about contact points, impact velocity etc.
If you don't use collisionInfo in the function, leave out the collisionInfo parameter as this avoids unneccessary calculations.
Note: Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached. Collision events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions. Collision stay events are not sent for sleeping Rigidbodies.
#pragma strict function OnCollisionStay(collisionInfo: Collision) { // Debug-draw all contact points and normals for (var contact: ContactPoint in collisionInfo.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void OnCollisionStay(Collision collisionInfo) { // Debug-draw all contact points and normals foreach (ContactPoint contact in collisionInfo.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); } } }
OnCollisionStay can be a co-routine, simply use the yield statement in the function.