class in UnityEngine
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A capsule-shaped primitive collider.
|The center of the capsule, measured in the object's local space.
|The direction of the capsule.
|The height of the capsule measured in the object's local space.
|The radius of the sphere, measured in the object's local space.
|The articulation body the collider is attached to.
|The rigidbody the collider is attached to.
|The world space bounding volume of the collider (Read Only).
|Contact offset value of this collider.
|Enabled Colliders will collide with other Colliders, disabled Colliders won't.
|The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider.
|Specify whether this Collider's contacts are modifiable or not.
|The additional layers that this Collider should include when deciding if the Collider can contact another Collider.
|Specify if this collider is configured as a trigger.
|A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider.
|The material used by the collider.
|Whether or not this Collider generates contacts for Physics.ContactEvent.
|The shared physic material of this collider.
|The game object this component is attached to. A component is always attached to a game object.
|The tag of this game object.
|The Transform attached to this GameObject.
|Should the object be hidden, saved with the Scene or modifiable by the user?
|The name of the object.
|Returns a point on the collider that is closest to a given location.
|The closest point to the bounding box of the attached collider.
|Casts a Ray that ignores all Colliders except this one.
|Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
|Checks the GameObject's tag against the defined tag.
|Gets a reference to a component of type T on the same GameObject as the component specified.
|Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
|Gets the index of the component on its parent GameObject.
|Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
|Gets references to all components of type T on the same GameObject as the component specified.
|Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
|Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
|Calls the method named methodName on every MonoBehaviour in this game object.
|Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
|Gets the component of the specified type, if it exists.
|Gets the instance ID of the object.
|Returns the name of the object.
|Removes a GameObject, component or asset.
|Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
|Do not destroy the target Object when loading a new Scene.
|Retrieves any active loaded object of Type type.
|Retrieves the first active loaded object of Type type.
|Returns the first active loaded object of Type type.
|Retrieves a list of all loaded objects of Type type.
|Gets a list of all loaded objects of Type type.
|Clones the object original and returns the clone.
|Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.
|Does the object exist?
|Compares if two objects refer to a different object.
|Compares two object references to see if they refer to the same object.
|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.
|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 almost all the frames for every Collider other that is touching the trigger. The function is on the physics timer so it won't necessarily run every frame.