Class CinemachineCollisionImpulseSource | Cinemachine | 2.5.0
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    Class CinemachineCollisionImpulseSource

    Generate an Impulse Event this object's Collider collides with something or its trigger zone is entered.

    This component should be attached to a GameObject with a Collider or a Collider2D. Objects colliding with this (or entering its trigger zone if it's a trigger) will be filtered according to the layer and tag settings defined here, and if they pass the filter, they will cause an impulse event to be generated.

    Inheritance
    Object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineImpulseSource
    CinemachineCollisionImpulseSource
    Inherited Members
    CinemachineImpulseSource.m_ImpulseDefinition
    CinemachineImpulseSource.GenerateImpulseAt(Vector3, Vector3)
    CinemachineImpulseSource.GenerateImpulse(Vector3)
    CinemachineImpulseSource.GenerateImpulse()
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    Namespace: Cinemachine
    Syntax
    [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
    public class CinemachineCollisionImpulseSource : CinemachineImpulseSource

    Fields

    m_IgnoreTag

    No Impulse evemts will be generated for collisions with objects having these tags

    Declaration
    [Tooltip("No Impulse evemts will be generated for collisions with objects having these tags")]
    public string m_IgnoreTag
    Field Value
    Type Description
    String

    m_LayerMask

    Only collisions with objects on these layers will generate Impulse events.

    Declaration
    [Header("Trigger Object Filter")]
    [Tooltip("Only collisions with objects on these layers will generate Impulse events")]
    public LayerMask m_LayerMask
    Field Value
    Type Description
    LayerMask

    m_ScaleImpactWithMass

    If checked, signal amplitude will be multiplied by the mass of the impacting object

    Declaration
    [Tooltip("If checked, signal amplitude will be multiplied by the mass of the impacting object")]
    public bool m_ScaleImpactWithMass
    Field Value
    Type Description
    Boolean

    m_ScaleImpactWithSpeed

    If checked, signal amplitude will be multiplied by the speed of the impacting object

    Declaration
    [Tooltip("If checked, signal amplitude will be multiplied by the speed of the impacting object")]
    public bool m_ScaleImpactWithSpeed
    Field Value
    Type Description
    Boolean

    m_UseImpactDirection

    If checked, signal direction will be affected by the direction of impact

    Declaration
    [Header("How To Generate The Impulse")]
    [Tooltip("If checked, signal direction will be affected by the direction of impact")]
    public bool m_UseImpactDirection
    Field Value
    Type Description
    Boolean
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