Version: 2020.3

Physics.IgnoreLayerCollision

切换到手册
public static void IgnoreLayerCollision (int layer1, int layer2, bool ignore= true);

描述

使碰撞检测系统忽略 layer1 中的任何碰撞体与 layer2 中的任何碰撞体之间的所有碰撞。

注意,IgnoreLayerCollision 将重置受影响的碰撞体的触发器状态,因此,您可能会收到调用该函数导致的 OnTriggerExit 和 OnTriggerEnter 消息。

您可以在 Physics Inspector 中为任何层组合设置项目默认值。

另请参阅:Physics.GetIgnoreLayerCollisionPhysics.IgnoreCollision

//Attach this script to a GameObject and make sure it has a Rigidbody component
//Make a second GameObject with a Collider to test collisions on. Make sure both GameObjects are the same on the y and z axes

//This script stops collisions between two layers (in this case layers 0 and 8). Set up a new layer in the Inspector window by clicking the Layer option. //Next click “Add Layer”. Then, assign this layer to the second GameObject.

//In Play Mode, press the left and right keys to move the Rigidbody to the left and right. If your first GameObject is in layer 0 and your second GameObject is in layer 8, the collision is ignored.

using UnityEngine;

public class Example : MonoBehaviour { //Set the speed number in the Inspector window public float m_Speed; Rigidbody m_Rigidbody;

void Start() { //Fetch the Rigidbody component from the GameObject m_Rigidbody = GetComponent<Rigidbody>(); //Ignore the collisions between layer 0 (default) and layer 8 (custom layer you set in Inspector window) Physics.IgnoreLayerCollision(0, 8); }

void Update() { //Press right to move the GameObject to the right. Make sure you set the speed high in the Inspector window. if (Input.GetKey(KeyCode.RightArrow)) { m_Rigidbody.AddForce(Vector3.right * m_Speed); }

//Press the left arrow key to move the GameObject to the left if (Input.GetKey(KeyCode.LeftArrow)) { m_Rigidbody.AddForce(Vector3.left * m_Speed); } }

//Detect when there is a collision void OnCollisionStay(Collision collide) { //Output the name of the GameObject you collide with Debug.Log("I hit the GameObject : " + collide.gameObject.name); } }