OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
In contrast to OnTriggerEnter, OnCollisionEnter is passed the Collision class and not a Collider. The Collision class contains information about contact points, impact velocity etc. If you don't use collisionInfo in the function, leave out the collisionInfo parameter as this avoids unneccessary calculations. Notes: Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached. Collision events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions.
#pragma strict var audio; function Start() { audio = GetComponent.<AudioSource>(); } function OnCollisionEnter(collision) { // Debug-draw all contact points and normals for (var contact in collision.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); } // Play a sound if the colliding objects had a big impact. if (collision.relativeVelocity.magnitude > 2) audio.Play(); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { AudioSource audio; void Start() { audio = GetComponent<AudioSource>(); } void OnCollisionEnter(Collision collision) { // Debug-draw all contact points and normals foreach (ContactPoint contact in collision.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); } // Play a sound if the colliding objects had a big impact. if (collision.relativeVelocity.magnitude > 2) audio.Play(); } }
Another example:
#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]; // Rotate the object so that the y-axis faces along the normal of the surface 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]; // Rotate the object so that the y-axis faces along the normal of the surface Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); Vector3 pos = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(gameObject); } }