Version: 2021.1
언어: 한국어

Collider

class in UnityEngine

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다음으로부터 상속:Component

매뉴얼로 전환

설명

A base class of all colliders.

See Also: BoxCollider, SphereCollider, CapsuleCollider, MeshCollider, PhysicMaterial, Rigidbody.

If the object with the Collider needs to be moved during gameplay then you should also attach a Rigidbody component to the object. The Rigidbody can be set to be kinematic if you don't want the object to have physical interaction with other objects.

변수

attachedArticulationBodyThe articulation body the collider is attached to.
attachedRigidbodyThe rigidbody the collider is attached to.
boundsThe world space bounding volume of the collider (Read Only).
contactOffsetContact offset value of this collider.
enabledEnabled Colliders will collide with other Colliders, disabled Colliders won't.
isTriggerIs the collider a trigger?
materialThe material used by the collider.
sharedMaterialThe shared physic material of this collider.

Public 함수

ClosestPointReturns a point on the collider that is closest to a given location.
ClosestPointOnBoundsThe closest point to the bounding box of the attached collider.
RaycastCasts a Ray that ignores all Colliders except this one.

메시지

OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionStayOnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody.
OnTriggerEnterWhen a GameObject collides with another GameObject, Unity calls OnTriggerEnter.
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerStayOnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. The function is on the physics timer so it won't necessarily run every frame.

상속된 멤버

변수

gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children. Works recursively.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

정적 함수

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.
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