start | 起点。 |
end | 终点。 |
ignore | 忽略碰撞。 |
使碰撞检测系统忽略 collider1
与 collider2
之间的所有碰撞。
这在某些情况下很有用。
例如,防止飞弹与发射飞弹的对象发生碰撞。
Note that IgnoreCollision will reset the trigger state of affected colliders, so you might
receive OnTriggerExit and OnTriggerEnter messages in response to calling this.
IgnoreCollision 有一些限制:
1) It is not persistent. This means ignore collision state will not be stored in the editor when saving a scene.
2) 您只能将忽略碰撞应用于活动游戏对象中的碰撞体。
另请参阅:Physics.IgnoreLayerCollision。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform bulletPrefab; void Start() { Transform bullet = Instantiate(bulletPrefab) as Transform; Physics.IgnoreCollision(bullet.GetComponent<Collider>(), GetComponent<Collider>()); } }