A RetroSearch Logo

Home - News ( United States | United Kingdom | Italy | Germany ) - Football scores

Search Query:

Showing content from https://docs.unity3d.com/Manual/../ScriptReference/Rigidbody-detectCollisions.html below:

Unity - Scripting API: Rigidbody.detectCollisions

Rigidbody.detectCollisions Suggest a change Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close Your name Your email Suggestion*

Cancel

Switch to Manual

public bool detectCollisions;

Description

Should collision detection be enabled? (By default always enabled).

Disabling collision detections is useful when you have a ragdoll which is setup to be kinematic and you want to avoid heavy collision detection calculations on that rigidbody. detectCollisions is not serialized. This means it doesn't show up in the Inspector and when Instantiating the rigidbody or saving it in a Scene, it will not be saved.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Rigidbody rb;

void Start() { rb = GetComponent<Rigidbody>(); }

// Let the rigidbody take control and detect collisions. void EnableRagdoll() { rb.isKinematic = false; rb.detectCollisions = true; }

// Let animation control the rigidbody and ignore collisions. void DisableRagdoll() { rb.isKinematic = true; rb.detectCollisions = false; } }


RetroSearch is an open source project built by @garambo | Open a GitHub Issue

Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo

HTML: 3.2 | Encoding: UTF-8 | Version: 0.7.4