Can a GameObject have 2 colliders?
Can a GameObject have 2 colliders?
The first collider will be 5x bigger than the circle, the second collider being 2x bigger than the circle. Now if the player collides with the first circle, it will spawn a ‘missile’ that will fire at the circle and if that ‘missile’ collides with the second collider, it will destroy the circle and itself.
What is OnCollisionExit?
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. In contrast to OnTriggerExit, OnCollisionExit is passed the Collision class and not a Collider. The Collision class contains information about contact points, impact velocity etc.
Can you have two box colliders unity?
The easy way to get around this would probably be to have some empty GameObjects with each collider you want as a child. That way you can have two box colliders. In your script you’re only saying that you want to get line_head’s name if the Player collides with something.
Do you need Rigidbody for OnTriggerEnter?
They don’t need rigidbodies because the active rigidbodies moving around during gameplay are going to be the ones ‘triggering’ events when they are needed.
Is trigger a unity collider?
A trigger is related to colliders from the physics engine. Unity documentation states that: “An alternative way of using Colliders is to mark them as a Trigger, just check the IsTrigger property checkbox in the Inspector.
Does collider need Rigidbody?
In Unity3D, you need rigidbodies on GameObjects that use colliders, as they use physics. You don’t need rigidbodies on static GameObjects because they don’t use physics, though you still need to have at least one in the calculation.
What are colliders?
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What is OnCollisionEnter unity?
OnCollisionEnter is an event: Unity calls it when the object (which must have a Rigidbody) collides with any collider. This event may occur in both objects, the rigidbody and the hit object.
What is an ideal collider in Unity?
Collider components define the shape of an object for the purposes of physical collisions. A collider, which is invisible, need not be the exact same shape as the object’s mesh and in fact, a rough approximation is often more efficient and indistinguishable in gameplay.
Does a collider need a Rigidbody?
So yes, at least one of the objects involved in a collision needs to be a (kinematic) Rigidbody. As you can see in the matrix above e.g. for a collision with a static object the event (like OnCollisionEnter ) will be invoked only on the object with a (kinematic o not) Rigidbody but not on the static object.