other | The Collision data associated with this collision. |
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
In contrast to OnTriggerEnter, OnCollisionEnter is passed the Collision class and not a Collider. The Collision class contains information about contact points, impact velocity etc. If you don't use collisionInfo in the function, leave out the collisionInfo parameter as this avoids unneccessary calculations. Note: Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached. Collision events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions.
#pragma strict var audioSource: AudioSource; function Start() { audioSource = GetComponent.<AudioSource>(); } function OnCollisionEnter(collision: Collision) { for (var contact: ContactPoint in collision.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); } if (collision.relativeVelocity.magnitude > 2) audioSource.Play(); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { AudioSource audioSource;
void Start() { audioSource = GetComponent<AudioSource>(); }
void OnCollisionEnter(Collision collision) { foreach (ContactPoint contact in collision.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); }
if (collision.relativeVelocity.magnitude > 2) audioSource.Play(); } }
OnCollisionEnter can be a co-routine, simply use the yield statement in the function.
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