enumeration
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseOverrides the global Physics.queriesHitTriggers.
Overrides the global Physics.queriesHitTriggers to specify whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default. Use Ignore for queries to ignore trigger Colliders.
//Create two GameObjects (e.g. a Cube) and place them near each other. Attach this script to one of them. //Click on the GameObject with the script. Attach the other GameObject to the “My Game Object” field in the Inspector. //Make sure both have Collider components //Choose your own “Max Distance” in the Inspector (e.g. 600).
//This script casts a ray that ignores Trigger Colliders. //Press space to switch the second GameObject between a Trigger and non-Trigger GameObject. When the Trigger is off, the ray detects a collision. When it is on, no collisions occur.
using UnityEngine;
public class Example : MonoBehaviour { //The maximum distance from your GameObject. Make sure to set this in the Inspector public float m_MaxDistance; public LayerMask m_Mask = -1;
//Assign a GameObject in the Inspector that you want to test collisions with public GameObject m_MyGameObject; //This is the Collider of the GameObject you assign in the Inspector Collider m_OtherGameObjectCollider;
void Start() { //Fetch the Collider from the GameObject you assign in the Inspector m_OtherGameObjectCollider = m_MyGameObject.GetComponent<Collider>(); }
void FixedUpdate() { //Set the direction as forward Vector3 direction = transform.TransformDirection(Vector3.forward);
//Use Physics to calculate the raycast //Uses your GameObject's original position, the direction (above), the max distance from your GameObject, and the LayerMask value to calculate raycast. //Also tells it to ignore trigger colliders using QueryTriggerInteraction if (Physics.Raycast(transform.position, direction, m_MaxDistance, m_Mask.value, QueryTriggerInteraction.Ignore)) print("There is something in front of the object!"); }
void Update() { //Press space to turn the other GameObject's trigger status on and off if (Input.GetKeyDown(KeyCode.Space)) { //Test if the trigger collisions are ignored by turning the GameObject's trigger collider on and off m_OtherGameObjectCollider.isTrigger = !m_OtherGameObjectCollider.isTrigger; } } }
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.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.