Collider Inherits from Component
A base class of all colliders.
See Also: BoxCollider, SphereCollider, CapsuleCollider, MeshCollider, PhysicMaterial, Rigidbody.
If you intend to move the collider around a lot it is recommended to also attach a kinematic rigidbody to it.
Variables
Functions
Messages Sent
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OnTriggerEnter
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OnTriggerEnter is called when the Collider other enters the trigger.
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OnTriggerExit
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OnTriggerExit is called when the Collider other has stopped touching the trigger.
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OnTriggerStay
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OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger.
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OnCollisionEnter
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OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
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OnCollisionExit
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OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
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OnCollisionStay
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OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
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Inherited members
Inherited Variables
Inherited Functions
Inherited Class Functions
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operator bool
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Does the object exist?
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Instantiate
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Clones the object original and returns the clone.
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Destroy
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Removes a gameobject, component or asset.
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DestroyImmediate
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Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
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FindObjectsOfType
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Returns a list of all active loaded objects of Type type.
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FindObjectOfType
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Returns the first active loaded object of Type type.
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operator ==
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Compares if two objects refer to the same
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operator !=
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Compares if two objects refer to a different object
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DontDestroyOnLoad
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Makes the object target not be destroyed automatically when loading a new scene.
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