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Collision.contacts

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public var contacts: ContactPoint[];
public ContactPoint[] contacts;

Description

The contact points generated by the physics engine.

Every contact contains a contact point, normal and the two colliders that collided (see ContactPoint). From inside OnCollisionStay or OnCollisionEnter you can always be sure that contacts has at least one element.

	function OnCollisionStay(collision : Collision) {
		for (var contact : ContactPoint in collision.contacts) {
			print(contact.thisCollider.name + " hit " + contact.otherCollider.name);
			// Visualize the contact point
			Debug.DrawRay(contact.point, contact.normal, Color.white);
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void OnCollisionStay(Collision collision) { foreach (ContactPoint contact in collision.contacts) { print(contact.thisCollider.name + " hit " + contact.otherCollider.name); Debug.DrawRay(contact.point, contact.normal, Color.white); } } }
#pragma strict
// A grenade
// - instantiates a explosion prefab when hitting a surface
// - then destroys itself
public var explosionPrefab: Transform;
function OnCollisionEnter(collision: Collision) {
	var contact: ContactPoint = collision.contacts[0];
	var rot: Quaternion = Quaternion.FromToRotation(Vector3.up, contact.normal);
	var pos: Vector3 = contact.point;
	Instantiate(explosionPrefab, pos, rot);
	Destroy(gameObject);
}
	// A grenade
// - instantiates a explosion prefab when hitting a surface
// - then destroys itself

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform explosionPrefab; void OnCollisionEnter(Collision collision) { ContactPoint contact = collision.contacts[0]; Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); Vector3 pos = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(gameObject); } }
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