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The 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) {
// Check if the collider we hit has a rigidbody
// Then apply the force
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 example : 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);
}
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def OnCollisionStay(collision as Collision):
for contact as ContactPoint in collision.contacts:
print(((contact.thisCollider.name + ' hit ') + contact.otherCollider.name))
Debug.DrawRay(contact.point, contact.normal, Color.white)
// A grenade
// - instantiates a explosion prefab when hitting a surface
// - then destroys itself
var explosionPrefab : Transform;
function OnCollisionEnter(collision : Collision) {
// Rotate the object so that the y-axis faces along the normal of the surface
var contact = collision.contacts[0];
var rot = Quaternion.FromToRotation(Vector3.up, contact.normal);
var pos = contact.point;
Instantiate(explosionPrefab, pos, rot);
// Destroy the projectile
Destroy (gameObject);
}
using UnityEngine;
using System.Collections;
public class example : 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) as Transform;
Destroy(gameObject);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public explosionPrefab as Transform
def OnCollisionEnter(collision as Collision):
contact as ContactPoint = collision.contacts[0]
rot as Quaternion = Quaternion.FromToRotation(Vector3.up, contact.normal)
pos as Vector3 = contact.point
(Instantiate(explosionPrefab, pos, rot) as Transform)
Destroy(gameObject)