CollisionFlags is a bitmask returned by CharacterController.Move.
It gives you a broad overview of where your character collided with any other objects.
function Update () { var controller : CharacterController = GetComponent.<CharacterController>(); if (controller.collisionFlags == CollisionFlags.None) print("Free floating!");
if (controller.collisionFlags & CollisionFlags.Sides) print("Touching sides!");
if (controller.collisionFlags == CollisionFlags.Sides) print("Only touching sides, nothing else!");
if (controller.collisionFlags & CollisionFlags.Above) print("Touching sides!");
if (controller.collisionFlags == CollisionFlags.Above) print("Only touching Ceiling, nothing else!");
if (controller.collisionFlags & CollisionFlags.Below) print("Touching ground!");
if (controller.collisionFlags == CollisionFlags.Below) print("Only touching ground, nothing else!"); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { CharacterController controller = GetComponent<CharacterController>();
if (controller.collisionFlags == CollisionFlags.None) { print("Free floating!"); }
if ((controller.collisionFlags & CollisionFlags.Sides) != 0) { print("Touching sides!"); }
if (controller.collisionFlags == CollisionFlags.Sides) { print("Only touching sides, nothing else!"); }
if ((controller.collisionFlags & CollisionFlags.Above) != 0) { print("Touching Ceiling!"); }
if (controller.collisionFlags == CollisionFlags.Above) { print("Only touching Ceiling, nothing else!"); }
if ((controller.collisionFlags & CollisionFlags.Below) != 0) { print("Touching ground!"); }
if (controller.collisionFlags == CollisionFlags.Below) { print("Only touching ground, nothing else!"); } } }
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