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The mesh object used for collision detection
// Assigns an arbitrary mesh collider to the current transform
var meshToCollide : Mesh;
if(!meshToCollide) {
Debug.LogError("Assign a mesh in the inspector");
return;
}
transform.gameObject.AddComponent(MeshCollider);
transform.GetComponent(MeshCollider).sharedMesh = meshToCollide;
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Mesh meshToCollide;
void Example() {
if (!meshToCollide) {
Debug.LogError("Assign a mesh in the inspector");
return;
}
transform.gameObject.AddComponent<MeshCollider>();
transform.GetComponent<MeshCollider>().sharedMesh = meshToCollide;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public meshToCollide as Mesh
def Example():
if not meshToCollide:
Debug.LogError('Assign a mesh in the inspector')
return
transform.gameObject.AddComponent[of MeshCollider]()
transform.GetComponent[of MeshCollider]().sharedMesh = meshToCollide