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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.ImpulseDefinition
    CinemachineImpulseSource.DefaultVelocity
    CinemachineImpulseSource.GenerateImpulseAtPositionWithVelocity(Vector3, Vector3)
    CinemachineImpulseSource.GenerateImpulseWithVelocity(Vector3)
    CinemachineImpulseSource.GenerateImpulseWithForce(float)
    CinemachineImpulseSource.GenerateImpulse()
    CinemachineImpulseSource.GenerateImpulseAt(Vector3, Vector3)
    CinemachineImpulseSource.GenerateImpulse(Vector3)
    CinemachineImpulseSource.GenerateImpulse(float)
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Unity.Cinemachine
    Assembly: Unity.Cinemachine.dll
    Syntax
    [AddComponentMenu("Cinemachine/Helpers/Cinemachine Collision Impulse Source")]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineCollisionImpulseSource.html")]
    public class CinemachineCollisionImpulseSource : CinemachineImpulseSource

    Fields

    IgnoreTag

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

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

    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")]
    [FormerlySerializedAs("m_LayerMask")]
    public LayerMask LayerMask
    Field Value
    Type Description
    LayerMask

    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")]
    [FormerlySerializedAs("m_ScaleImpactWithMass")]
    public bool ScaleImpactWithMass
    Field Value
    Type Description
    bool

    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")]
    [FormerlySerializedAs("m_ScaleImpactWithSpeed")]
    public bool ScaleImpactWithSpeed
    Field Value
    Type Description
    bool

    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")]
    [FormerlySerializedAs("m_UseImpactDirection")]
    public bool UseImpactDirection
    Field Value
    Type Description
    bool
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