center | 盒体的中心。 |
halfExtents | 盒体各个维度大小的一半。 |
orientation | 盒体的旋转。 |
layerMask | 层遮罩,用于在投射射线时有选择地忽略碰撞体。 |
queryTriggerInteraction | 指定该查询是否应该命中触发器。 |
Collider[] 与给定盒体重叠的碰撞体。
查找与给定盒体接触或位于盒体内部的所有碰撞体。
创建一个您定义的不可见盒体,通过输出与该盒体发生接触的任何碰撞体来测试碰撞。
//Attach this script to your GameObject. This GameObject doesn’t need to have a Collider component //Set the Layer Mask field in the Inspector to the layer you would like to see collisions in (set to Everything if you are unsure). //Create a second Gameobject for testing collisions. Make sure your GameObject has a Collider component (if it doesn’t, click on the Add Component button in the GameObject’s Inspector, and go to Physics>Box Collider). //Place it so it is overlapping your other GameObject. //Press Play to see the console output the name of your second GameObject
//This script uses the OverlapBox that creates an invisible Box Collider that detects multiple collisions with other colliders. The OverlapBox in this case is the same size and position as the GameObject you attach it to (acting as a replacement for the BoxCollider component).
using UnityEngine;
public class OverlapBoxExample : MonoBehaviour { bool m_Started; public LayerMask m_LayerMask;
void Start() { //Use this to ensure that the Gizmos are being drawn when in Play Mode. m_Started = true; }
void FixedUpdate() { MyCollisions(); }
void MyCollisions() { //Use the OverlapBox to detect if there are any other colliders within this box area. //Use the GameObject's centre, half the size (as a radius) and rotation. This creates an invisible box around your GameObject. Collider[] hitColliders = Physics.OverlapBox(gameObject.transform.position, transform.localScale / 2, Quaternion.identity, m_LayerMask); int i = 0; //Check when there is a new collider coming into contact with the box while (i < hitColliders.Length) { //Output all of the collider names Debug.Log("Hit : " + hitColliders[i].name + i); //Increase the number of Colliders in the array i++; } }
//Draw the Box Overlap as a gizmo to show where it currently is testing. Click the Gizmos button to see this void OnDrawGizmos() { Gizmos.color = Color.red; //Check that it is being run in Play Mode, so it doesn't try to draw this in Editor mode if (m_Started) //Draw a cube where the OverlapBox is (positioned where your GameObject is as well as a size) Gizmos.DrawWireCube(transform.position, transform.localScale); } }