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A mesh collider allows you to do collision detection between meshes and primitives.
See Also: BoxCollider, CapsuleCollider, PhysicMaterial, Rigidbody
sharedMesh |
The mesh object used for collision detection |
convex |
Use a convex collider from the mesh. |
smoothSphereCollisions |
Uses interpolated normals for sphere collisions instead of flat polygonal normals. |
attachedRigidbody |
The rigidbody the collider is attached to. |
isTrigger |
Is the collider a trigger? |
material |
The material used by the collider. |
sharedMaterial |
The shared physic material of this collider. |
bounds |
The world space bounding volume of the collider. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
animation |
The Animation attached to this GameObject (null if there is none attached). |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
gameObject |
The game object this component is attached to. A component is always attached to a game object. |
tag |
The tag of this game object. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
ClosestPointOnBounds |
The closest point to the bounding box of the attached collider. |
Raycast |
Casts a Ray that ignores all Colliders except this one. |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponent.<T> |
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GetComponent |
Returns the component with name type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInChildren.<T> |
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GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInChildren.<T> |
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GetComponents |
Returns all components of Type type in the GameObject. |
GetComponents.<T> |
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CompareTag |
Is this game object tagged tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
OnTriggerEnter |
OnTriggerEnter is called when the Collider other enters the trigger. |
OnTriggerExit |
OnTriggerExit is called when the Collider other has stopped touching the trigger. |
OnTriggerStay |
OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. |
OnCollisionEnter |
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
OnCollisionExit |
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionStay |
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Instantiate.<T> |
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Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |