Called when a Collider with the Collider.isTrigger property overlaps another Collider.
OnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. The function is on the phy...
Sent when another object enters a trigger collider attached to this object (2D physics only).
Sent when another object leaves a trigger collider attached to this object (2D physics only).
Sent each frame where another object is within a trigger collider attached to this object (2D physics only).
Sent when another object enters a trigger collider attached to this object (2D physics only).
Sent when another object leaves a trigger collider attached to this object (2D physics only).
Sent once per physics update when another object is within a trigger collider attached to this object (2D physics only).
When a GameObject collides with another GameObject, Unity calls OnTriggerEnter.
OnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerStay is called once per physics update for every Collider other that is touching the trigger.
Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.Note that ...
Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Colli...
Specify if this collider is configured as a trigger.
The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.
The layers of other Collider2D involved in contacts with this Collider2D that will be captured.
This stage publishes simulation results.
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody.
The tag assigned to the GameObject.
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody.
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody.
Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.