RaycastHit.collider

var collider : Collider

Description

The Collider that was hit.

This property is null if the ray hit nothing and not-null if it hit a Collider.

JavaScript
    function Update() {
if (Input.GetMouseButtonDown(0)) {
var hit: RaycastHit;
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);

if (Physics.Raycast(ray, hit)) {
if (hit.collider != null)
hit.collider.enabled = false;
}
}
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void Update() {
if (Input.GetMouseButtonDown(0)) {
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
if (hit.collider != null)
hit.collider.enabled = false;


}
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def Update():
if Input.GetMouseButtonDown(0):
hit as RaycastHit
ray as Ray = Camera.main.ScreenPointToRay(Input.mousePosition)
if Physics.Raycast(ray, hit):
if hit.collider != null:
hit.collider.enabled = false

See Also: Physics.Raycast, Physics.Linecast, Physics.RaycastAll.

var collider : Collider

Description

The Collider that was hit.

This property is null if the ray hit nothing and not-null if it hit a Collider.

JavaScript
    function Update() {
if (Input.GetMouseButtonDown(0)) {
var hit: RaycastHit;
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);

if (Physics.Raycast(ray, hit)) {
if (hit.collider != null)
hit.collider.enabled = false;
}
}
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void Update() {
if (Input.GetMouseButtonDown(0)) {
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
if (hit.collider != null)
hit.collider.enabled = false;


}
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def Update():
if Input.GetMouseButtonDown(0):
hit as RaycastHit
ray as Ray = Camera.main.ScreenPointToRay(Input.mousePosition)
if Physics.Raycast(ray, hit):
if hit.collider != null:
hit.collider.enabled = false

See Also: Physics.Raycast, Physics.Linecast, Physics.RaycastAll.