start | Start point. |
end | End point. |
ignore | Ignore collision. |
Makes the collision detection system ignore all collisions between collider1
and collider2
.
This is useful, say, for preventing projectiles from colliding
with the object that fires them.
IgnoreCollision has a few limitations:
1) It is not persistent. This means ignore collision state will not be stored in the editor when saving a scene.
2) You can only apply the ignore collision to colliders in active game objects.
See Also: Physics.IgnoreLayerCollision.
// Instantiate a bullet and make it ignore collisions with this object.
var bulletPrefab : Transform;
function Start () { var bullet = Instantiate(bulletPrefab) as Transform; Physics.IgnoreCollision(bullet.GetComponent.<Collider>(), GetComponent.<Collider>()); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform bulletPrefab; void Start() { Transform bullet = Instantiate(bulletPrefab) as Transform; Physics.IgnoreCollision(bullet.GetComponent<Collider>(), GetComponent<Collider>()); } }
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