The contact points generated by the physics engine.
contacts
has at least one element.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 Example : 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); } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def OnCollisionStay(collision as Collision) as void: for contact as ContactPoint 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 var explosionPrefab : Transform; function OnCollisionEnter(collision : Collision) { // Rotate the object so that the y-axis faces along the normal of the surface var contact = collision.contacts[0]; var rot = Quaternion.FromToRotation(Vector3.up, contact.normal); var pos = contact.point; Instantiate(explosionPrefab, pos, rot); // Destroy the projectile Destroy (gameObject); }
using UnityEngine; using System.Collections; public class Example : 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) as Transform; Destroy(gameObject); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public explosionPrefab as Transform def OnCollisionEnter(collision as Collision) as void: contact as ContactPoint = collision.contacts[0] rot as Quaternion = Quaternion.FromToRotation(Vector3.up, contact.normal) pos as Vector3 = contact.point (Instantiate(explosionPrefab, pos, rot) as Transform) Destroy(gameObject)