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);
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnCollisionStay(Collision collision) {
if (collision.rigidbody)
collision.rigidbody.AddForce(Vector3.up * 15);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def OnCollisionStay(collision as Collision):
if collision.rigidbody:
collision.rigidbody.AddForce((Vector3.up * 15))