Version: 2018.2





Rigidbody.collisionDetectionMode 変数に使用される衝突のパターンを設定します。

//This script allows you to switch collision detection mode at the press of the space key, and move your GameObject. It also outputs collisions that occur to the console.
//Attach this script to a GameObject and make sure it has a Rigidbody component
//If it doesn’t, click the GameObject, go to its Inspector and click the Add Component button. Then, go to Physics>Rigidbody.
//Create another GameObject and ensure it has a Collider to test collisions between them.

using UnityEngine;

public class Example : MonoBehaviour { Rigidbody m_Rigidbody; public float m_Speed;

void Start() { //Fetch the Rigidbody of the GameObject (make sure this is attached in the Inspector window) m_Rigidbody = GetComponent<Rigidbody>(); //Make sure the Rigidbody can't rotate or move in the z axis for this example m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ; }

void Update() { //Change the GameObject's movement in the X axis float translationX = Input.GetAxis("Horizontal") * m_Speed; //Change the GameObject's movement in the Y axis float translationY = Input.GetAxis("Vertical") * m_Speed;

//Move the GameObject transform.Translate(new Vector3(translationX, translationY, 0));

//Press the space key to switch the collision detection mode if (Input.GetKeyDown(KeyCode.Space)) SwitchCollisionDetectionMode(); }

//Detect when there is a collision starting void OnCollisionEnter(Collision collision) { //Ouput the Collision to the console Debug.Log("Collision : " +; }

//Detect when there is are ongoing Collisions void OnCollisionStay(Collision collision) { //Output the Collision to the console Debug.Log("Stay : " +; }

//Switch between the different Collision Detection Modes void SwitchCollisionDetectionMode() { switch (m_Rigidbody.collisionDetectionMode) { //If the current mode is continuous, switch it to continuous dynamic mode case CollisionDetectionMode.Continuous: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; break; //If the current mode is continuous dynamic, switch it to discrete mode case CollisionDetectionMode.ContinuousDynamic: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.Discrete; break;

//If the current mode is discrete, switch it to continuous mode case CollisionDetectionMode.Discrete: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous; break; } } }