OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
function OnCollisionEnter(collision : Collision) { // Debug-draw all contact points and normals for (var contact : ContactPoint in collision.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); } // Play a sound if the coliding objects had a big impact. if (collision.relativeVelocity.magnitude > 2) audio.Play(); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void OnCollisionEnter(Collision collision) { foreach (ContactPoint contact in collision.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); } if (collision.relativeVelocity.magnitude > 2) audio.Play(); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def OnCollisionEnter(collision as Collision) as void: for contact as ContactPoint in collision.contacts: Debug.DrawRay(contact.point, contact.normal, Color.white) if collision.relativeVelocity.magnitude > 2: audio.Play()
// 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)