下面是附加到绿色对象的脚本。 using System.Collections; using System.Collections.Generic; using UnityEngine; public class Reproduction : MonoBehaviour { void OnTriggerEnter(Collider col) //Ive tried 'other' also, didnt make a difference { Destroy(col.gameObject); Debug.Log("enter"); //GameObject a...
private void OnTriggerEnter2D(Collider2D other) { throw new NotImplementedException(); } private void OnTriggerExit2D(Collider2D other) { throw new NotImplementedException(); } private void OnTriggerStay2D(Collider2D other) { throw new NotImplementedException(); } private void...
1.如果子弹太快,你必须改变“碰撞检测模式”,同样,你可以在这里了解更多:https://docs.unity3d.com...
1.如果子弹太快,你必须改变“碰撞检测模式”,同样,你可以在这里了解更多:https://docs.unity3d.com...
OnTriggerEnter2D在切换场景后不起作用。我们可以使用OnTriggerEnter2D来跳转场景。代码如下所示:
假设有两个物体被设计为要发生碰撞,OnTriggerEnter2D()方法没有起效,可能有以下的原因: 1.两个要碰撞的物体没有设置rigidbody和collider组件; 2.脚本没有挂载到组件上; 3.两物体没有处在同一layer下(一般默认都在default层),或者是两个物体对应的layer被设置为不发生碰撞(修改方法:project setting-->physics 2D底...
if the enemy is already in my area of attack which has a box collision 2d attached, the enemy doesn't get damaged and that's not what i was going for. I can change it to OnTriggerStay2D but the enemy will keep on getting damaged till the collider is disabled again. care to help?
我两个物体A,B都添加了Circle Collider 2D,并且都勾选了is Trigger,我在A的脚本里用void OnTriggerEnter2D(Collider2D coll)检测碰撞,但是这个函数根本不会触发是咋回事儿? 解法是至少有一个要添加rigidbody。在我的使用场景中,还需要将rigidbody勾选isKinematic来避免受作用力的影响。
求助,2d的OnTr..我的做法很简单,就是弄了2个spriterenderer物体,捆了一个类,里面有OnTriggerEnter2D,一个勾选了isTrriger,或者两个都勾选了,运行后,拖动一个碰撞另一个,就不触发O
OnTriggerE..如题,一个物体进入另一个的时候会多次调用OnTriggerEnter2D,而且离开后也不调用OnTriggerExit2D。google了一些国外的论坛,很多人说是OnTriggerEnter2D的b