OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
In contrast to OnTriggerStay, OnCollisionStay 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. Collision stay events are not sent for sleeping Rigidbodies.
function OnCollisionStay(collisionInfo : Collision) { // Debug-draw all contact points and normals for (var contact : ContactPoint in collisionInfo.contacts) Debug.DrawRay(contact.point, contact.normal, Color.white); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void OnCollisionStay(Collision collisionInfo) { foreach (ContactPoint contact in collisionInfo.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); } } }
OnCollisionStay can be a co-routine, simply use the yield statement in the function.