Version: 2020.3
LanguageEnglish
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MeshCollider

class in UnityEngine

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Inherits from:Collider

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Implemented in:UnityEngine.PhysicsModule

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Description

A mesh collider allows you to do collision detection between meshes and primitives.

Properties

convexUse a convex collider from the mesh.
cookingOptionsOptions used to enable or disable certain features in mesh cooking.
sharedMeshThe mesh object used for collision detection.

Inherited Members

Properties

attachedArticulationBodyThe articulation body the collider is attached to.
attachedRigidbodyThe rigidbody the collider is attached to.
boundsThe world space bounding volume of the collider (Read Only).
contactOffsetContact offset value of this collider.
enabledEnabled Colliders will collide with other Colliders, disabled Colliders won't.
isTriggerSpecify if this collider is configured as a trigger.
materialThe material used by the collider.
sharedMaterialThe shared physic material of this collider.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

ClosestPointReturns a point on the collider that is closest to a given location.
ClosestPointOnBoundsThe closest point to the bounding box of the attached collider.
RaycastCasts a Ray that ignores all Colliders except this one.
BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionStayOnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnTriggerEnterWhen a GameObject collides with another GameObject, Unity calls OnTriggerEnter.
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerStayOnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. The function is on the physics timer so it won't necessarily run every frame.