Version: 5.4

Rigidbody.OnCollisionEnter(Collision)

マニュアルに切り替える

説明

この collider/rigidbody は他の collider/rigidbody に触れたときに OnCollisionEnter は呼び出されます。

In contrast to OnTriggerEnter, OnCollisionEnter is passed the Collision class and not a Collider. The Collision class contains information about contact points, impact velocity etc. If you don't use collisionInfo in the function, leave out the collisionInfo parameter as this avoids unneccessary calculations. Notes: Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached. Collision events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { AudioSource audio; void Start() { audio = GetComponent<AudioSource>(); } void OnCollisionEnter(Collision collision) { // Debug-draw all contact points and normals foreach (ContactPoint contact in collision.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); } // Play a sound if the colliding objects had a big impact. if (collision.relativeVelocity.magnitude > 2) audio.Play(); } }

他の例:

// A grenade
	// instantiates a explosion prefab when hitting a surface
	// then destroys itself
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform explosionPrefab; void OnCollisionEnter(Collision collision) { ContactPoint contact = collision.contacts[0]; // Rotate the object so that the y-axis faces along the normal of the surface Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); Vector3 pos = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(gameObject); } }