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  • Assign this script to a rigid body with a collider and it will be able to run, jump and ride on moving platforms etc.
    4 KB (592 words) - 21:48, 24 October 2012
  • ...ne]] - Creates a cone or truncated cone with parameters, and optional mesh collider.
    4 KB (623 words) - 22:54, 31 January 2014
  • ...til they have a force manually applied to them or a collider touches their collider if it exists.
    11 KB (1,810 words) - 22:19, 12 April 2013
  • Assign this script to an object with a Collider, GUITexture, or GUIText. Then set the target property to the GameObject yo
    1 KB (122 words) - 20:45, 10 January 2012
  • CapsuleCollider collider = (CapsuleCollider)bone.anchor.gameObject.AddComponent ("CapsuleCollider"); collider.direction = direction;
    18 KB (1,860 words) - 20:45, 10 January 2012
  • [[Category: Collider]] GameObject go = new GameObject("Sphere Collider");
    2 KB (229 words) - 20:45, 10 January 2012
  • var cols : Collider[] = Physics.OverlapSphere(transform.position, range); Collider[] cols = Physics.OverlapSphere(transform.position, range);
    3 KB (285 words) - 19:07, 4 December 2015
  • The object this is attached to needs to have a mesh collider for this to work.
    6 KB (875 words) - 20:45, 10 January 2012
  • ...Mathf.Min(Mathf.Min(collider.bounds.extents.x, collider.bounds.extents.y), collider.bounds.extents.z); cast(single,collider.bounds.extents.x),
    8 KB (945 words) - 21:56, 17 May 2015
  • It Uses the surface of the controller's collider as spawn points. Random.value * collider.bounds.size.x,
    9 KB (846 words) - 08:56, 21 October 2013
  • ...eshColliders -- it raycasts 20 times per FixedUpdate. Also, the larger the collider attached to the fired ball, the more inaccurate this simulation becomes (si * hitObject = hit.collider.gameObject.
    9 KB (1,198 words) - 20:53, 10 January 2012
  • Collider [] colliders = Physics.OverlapSphere (explosionPos, m_Radius); foreach (Collider hit in colliders)
    1 KB (131 words) - 16:26, 6 September 2018
  • ... Scene view or the Hierarchy. Select the enemy object and remove the mesh collider in the Inspector. This will lose the prefab connection, which is OK; we'll ...s similar to the outline of your graphic, and either make this convex mesh collider a child of the enemy object or else replace the Plane mesh filter with your
    8 KB (1,381 words) - 19:30, 19 October 2009
  • ...trigger, so the raycasting collision will work. If you used a convex mesh collider or are otherwise using the Check In Update function of the RaycastCheck scr ...ove the Renderer component for this sphere in the Inspector. In the Sphere Collider component, check Is Trigger. Change the object's Tag to "trigger"--this wi
    3 KB (451 words) - 19:30, 19 October 2009
  • Physics.IgnoreCollision(collider, other.collider); ...ough none of the scripts currently need to know about the specifics of any collider they've hit, and thus it's ignored). It's worth remembering that the "spec
    12 KB (1,967 words) - 20:52, 10 January 2012
  • Physics.IgnoreCollision(collider, other.collider); ...which types of colliders and triggers interact with other colliders in the Collider reference page of the documentation.
    7 KB (1,138 words) - 20:52, 10 January 2012
  • ...ate the object's mass, and is giving the error message. Removing the mesh collider or rigidbody from the plane should fix the issue. (SK)<br>
    1 KB (192 words) - 04:17, 26 July 2008
  • // we create a new gameobject for the collider and move, transform it to match // on the wheel itself without disturbing the collider.
    16 KB (1,902 words) - 20:45, 10 January 2012
  • * Add a capsule collider and make its dimensions fit the trunk‚Äôs size.
    54 KB (8,866 words) - 23:14, 14 October 2012
  • ...sages on all objects you want to be interactive. The target objects need a collider. finger.colliders.Add(hit.collider);
    4 KB (388 words) - 20:45, 10 January 2012

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