collider1 | 任何碰撞体。 |
collider2 | 要让 collider1 开始或停止忽略与之碰撞的其他碰撞体。 |
ignore | 是否应忽略这两个碰撞体之间的碰撞。 |
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。
注意,IgnoreCollision 不是持久性的。这意味着保存场景时忽略碰撞状态将不会存储在编辑器中。
如果 ignore
为 false,可能发生碰撞。将 ignore
设置为 true,可忽略碰撞。
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>()); } }
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