The collision detection mode constants used for Rigidbody.collisionDetectionMode.
//This script allows you to switch collision detection mode at the press of the space key, and move your GameObject. It also outputs collisions that occur to the console. //Attach this script to a GameObject and make sure it has a Rigidbody component //If it doesn't have a Rigidbody component, click the GameObject, go to its Inspector and click the Add Component button. Then, go to Physics>Rigidbody. //Create another GameObject. Make sure it has a Collider, so you can test collisions between them.
using UnityEngine;
public class Example : MonoBehaviour { Rigidbody m_Rigidbody; public float m_Speed;
void Start() { //Fetch the Rigidbody of the GameObject (make sure this is attached in the Inspector window) m_Rigidbody = GetComponent<Rigidbody>(); //Make sure the Rigidbody can't rotate or move in the z axis for this example m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ; }
void Update() { //Change the GameObject's movement in the X axis float translationX = Input.GetAxis("Horizontal") * m_Speed; //Change the GameObject's movement in the Y axis float translationY = Input.GetAxis("Vertical") * m_Speed;
//Move the GameObject transform.Translate(new Vector3(translationX, translationY, 0));
//Press the space key to switch the collision detection mode if (Input.GetKeyDown(KeyCode.Space)) SwitchCollisionDetectionMode(); }
//Detect when there is a collision starting void OnCollisionEnter(Collision collision) { //Ouput the Collision to the console Debug.Log("Collision : " + collision.gameObject.name); }
//Detect when there is are ongoing Collisions void OnCollisionStay(Collision collision) { //Output the Collision to the console Debug.Log("Stay : " + collision.gameObject.name); }
//Switch between the different Collision Detection Modes void SwitchCollisionDetectionMode() { switch (m_Rigidbody.collisionDetectionMode) { //If the current mode is continuous, switch it to continuous dynamic mode case CollisionDetectionMode.Continuous: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; break; //If the current mode is continuous dynamic, switch it to continuous speculative case CollisionDetectionMode.ContinuousDynamic: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative; break;
// If the curren mode is continuous speculative, switch it to discrete mode case CollisionDetectionMode.ContinuousSpeculative: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.Discrete; break;
//If the current mode is discrete, switch it to continuous mode case CollisionDetectionMode.Discrete: m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous; break; } } }
Discrete | Continuous collision detection is off for this Rigidbody. |
Continuous | Continuous collision detection is on for colliding with static mesh geometry. |
ContinuousDynamic | Continuous collision detection is on for colliding with static and dynamic geometry. |
ContinuousSpeculative | Speculative continuous collision detection is on for static and dynamic geometries |
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