2 つのレイヤーによるコライダーの衝突判定を無効化します
IgnoreLayerCollision は影響されたコライダーのトリガー状態をリセットします。そのため、この機能の呼び出しに応じて OnTriggerExit と OnTriggerEnter メッセージを受け取るかもしれません。
プロジェクトにおける Physics インスペクター上の任意のレイヤーの組み合わせのデフォルト値を設定できます。
See Also: Physics.GetIgnoreLayerCollision,Physics.IgnoreCollision.
//Attach this script to a GameObject and make sure it has a Rigidbody component //Make a second GameObject with a Collider to test collisions on. Make sure both GameObjects are the same on the y and z axes
//This script stops collisions between two layers (in this case layers 0 and 8). Set up a new layer in the Inspector window by clicking the Layer option. //Next click “Add Layer”. Then, assign this layer to the second GameObject.
//In Play Mode, press the left and right keys to move the Rigidbody to the left and right. If your first GameObject is in layer 0 and your second GameObject is in layer 8, the collision is ignored.
using UnityEngine;
public class Example : MonoBehaviour { //Set the speed number in the Inspector window public float m_Speed; Rigidbody m_Rigidbody;
void Start() { //Fetch the Rigidbody component from the GameObject m_Rigidbody = GetComponent<Rigidbody>(); //Ignore the collisions between layer 0 (default) and layer 8 (custom layer you set in Inspector window) Physics.IgnoreLayerCollision(0, 8); }
void Update() { //Press right to move the GameObject to the right. Make sure you set the speed high in the Inspector window. if (Input.GetKey(KeyCode.RightArrow)) { m_Rigidbody.AddForce(Vector3.right * m_Speed); }
//Press the left arrow key to move the GameObject to the left if (Input.GetKey(KeyCode.LeftArrow)) { m_Rigidbody.AddForce(Vector3.left * m_Speed); } }
//Detect when there is a collision void OnCollisionStay(Collision collide) { //Output the name of the GameObject you collide with Debug.Log("I hit the GameObject : " + collide.gameObject.name); } }