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) { 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 ExampleClass : 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); } } }
#pragma strict // A grenade // - instantiates a explosion prefab when hitting a surface // - then destroys itself public var explosionPrefab; function OnCollisionEnter(collision) { var contact = collision.contacts[0]; var rot = Quaternion.FromToRotation(Vector3.up, contact.normal); var pos = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(gameObject); }
// A grenade // - instantiates a explosion prefab when hitting a surface // - then destroys itself
using UnityEngine; using System.Collections;
public class ExampleClass : 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); Destroy(gameObject); } }