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Collider

extends Component

Base class for all colliders.

You can obtain a Collider object by:

First, create a capsule charaterController and a cube collider in the scene (as shown in the image below). Add a CharaterController component and a BoxCollider component to them respectively. Check the "Is Trigger" property for the BoxCollider component. Set their positions to (0,0,0) and (0,2,0) respectively. Finally, attach the script to the charaterController game object.

typeScript
class New_TypeScript
    extends Component {

    OnStart(): void {
        Debug.Log("OnStart");

        let charater = this.gameObject.GetComponent<CharacterController>(CharacterController);
        charater.Move(new Vector3(0,1,0));
    }

    OnTriggerEnter(collider):void{
        
        Debug.Log(collider);
    }
}

成员变量

Collider.bounds : Bounds
The bounding box of the collider.
Collider.isTrigger : Boolean
Whether this collider is configured as a trigger.
Collider.contactOffset : number
The contact offset of the collider.
Collider.attachedRigidbody : Rigidbody
The Rigidbody associated with the collider.
Collider.sharedMaterial : PhysicMaterial
The shared physics material of the current collider.
Collider.material : PhysicMaterial
The physics material used by the collider.

成员方法

Collider.ClosestPoint ( position : Vector3 ) : Vector3
The point on the collider that is closest to the given position.
Collider.ClosestPointOnBounds ( position : Vector3 ) : Vector3
The point on the surface of the collider's bounding box that is closest to the given position.
Collider.Raycast ( ray : Ray , maxDistance : number? ) : RaycastHit|undefined
Check if a ray intersects with a collider.