物理エンジンにより生成された衝突情報
すべての衝突情報は衝突地点と法線、衝突した二つのコライダーを含みます ( ContactPoint を参照)
OnCollisionStay と OnCollisionEnter の中には
必ず contacts
が最低一つ含まれます。
function OnCollisionStay(collision : Collision) { for (var contact : ContactPoint in collision.contacts) { print(contact.thisCollider.name + " hit " + contact.otherCollider.name); // Visualize the contact point Debug.DrawRay(contact.point, contact.normal, Color.white); } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void OnCollisionStay(Collision collision) { foreach (ContactPoint contact in collision.contacts) { print(contact.thisCollider.name + " hit " + contact.otherCollider.name); Debug.DrawRay(contact.point, contact.normal, Color.white); } } }
// 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]; Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); Vector3 pos = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(gameObject); } }