The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached.
// Make all rigidbodies we touch fly upwards
function OnCollisionStay(collision : Collision) {
// Check if the collider we hit has a rigidbody
// Then apply the force
if (collision.rigidbody) {
collision.rigidbody.AddForce (Vector3.up * 15);
}
}
no example available in C#
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