A box-shaped primitive collider.
See Also: SphereCollider, CapsuleCollider, PhysicMaterial, Rigidbody.
| center |
The center of the box, measured in the object's local space. |
| size |
The size of the box, measured in the object's local space. |
| enabled |
Enabled Colliders will collide with other colliders, disabled Colliders won't. |
| attachedRigidbody |
The rigidbody the collider is attached to. |
| isTrigger |
Is the collider a trigger? |
| material |
The material used by the collider. |
| sharedMaterial |
The shared physic material of this collider. |
| bounds |
The world space bounding volume of the collider. |
| rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
| camera |
The Camera attached to this GameObject (null if there is none attached). |
| light |
The Light attached to this GameObject (null if there is none attached). |
| animation |
The Animation attached to this GameObject (null if there is none attached). |
| constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
| renderer |
The Renderer attached to this GameObject (null if there is none attached). |
| audio |
The AudioSource attached to this GameObject (null if there is none attached). |
| guiText |
The GUIText attached to this GameObject (null if there is none attached). |
| networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
| guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
| collider |
The Collider attached to this GameObject (null if there is none attached). |
| hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
| particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
| particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
| tag |
The tag of this game object. |
| name |
The name of the object. |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| ClosestPointOnBounds |
The closest point to the bounding box of the attached collider. |
| Raycast |
Casts a Ray that ignores all Colliders except this one. |
| GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
| GetComponents |
Returns all components of Type type in the GameObject. |
| CompareTag |
Is this game object tagged tag? |
| SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
| BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |
| OnTriggerEnter |
OnTriggerEnter is called when the Collider other enters the trigger. |
| OnTriggerExit |
OnTriggerExit is called when the Collider other has stopped touching the trigger. |
| OnTriggerStay |
OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. |
| OnCollisionEnter |
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
| OnCollisionExit |
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
| OnCollisionStay |
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
| operator bool |
|
| Instantiate |
Clones the object original and returns the clone. |
| Destroy |
Removes a gameobject, component or asset. |
| DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
| FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
| FindObjectOfType |
Returns the first active loaded object of Type type. |
| operator == |
Compares if two objects refer to the same. |
| operator != |
Compares if two objects refer to a different object. |
| DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |