Physics.IgnoreLayerCollision

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public static void IgnoreLayerCollision (int layer1, int layer2, bool ignore= true);

Descripción

Hace que el sistema de detección de colisiones ignore todas las colisiones entre cualquier collider en layer1 y cualquier collider en layer2.

Note que IgnoreLayerCollision va a re-iniciar el estado trigger de los colliders afectados, por lo que podría recibir mensajes OnTriggerExit y OnTriggerEnter en respuesta a llamar esto.

Usted puede establecer los valores predeterminados para su proyecto para cualquier combinación de capas en el inspector de Physics (física).

See Also: Physics.GetIgnoreLayerCollision,Physics.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); } }