Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Neovivacity · Mar 21, 2015 at 03:56 PM · c#collisionevent handlers

Manually register event handler for collisions

Hi, wanted to know if anyone knew of a way to manually register with collision calls, like collision enter and exit. I've tried peeking around in the unity classes but can't even find where they start.

The ultimate goal is to register a method for collisions from another game object.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by millershaski · Mar 21, 2015 at 06:49 PM

Edit: I don't think you can directly call the physics events, but there are some workarounds

I think what you want is to be able to call OnCollisionEnter (for example) from somewhere that you choose? But in this case you want to call the function when another object collides with your original object?

You could put whatever happens in OnCollisionEnter in some function, and call that function from OnCollisionEnter.

You could thencall that same function from anywhere you want.

 public class MyGameObject : MonoBehaviour
 {
     protected void OnCollisionEnter(Collider c)
     {
          SomeFunction();
     }
     
     
     public void SomeFunction()
     {
          // I'm doing stuff
     }
 }
 

 // then somewhere else
 protected void OnCollisionEnter(Collider c)
 {
     MyGameObject myGameObject = c.GetComponent<MyGameObject>; 
     if(myGameObject != null)
         myGameObject.SomeFunction();
 }

 

But that's not flexible, because I assume that you'll be doing all sorts of different things on all types of objects. You could do something with delegates like this (my syntax could be wrong)

 public class CustomCollisionScript : MonoBehaviour
 {
     public delegate void CollisionFunction(Collider c);
     public CollisionFunction customFunction;    
 }
 
 
 public class MyGameObject : MonoBehaviour
 {
     protected void Awake()
     {
         this.GetComponent<CustomCollisionScript>().customFunction = OnCollisionEnter;
     }
 
     protected void OnCollisionEnter(Collider c)
     {
         // do stuff
     }
 }

 // somewhere else
 protected void OnCollisionEnter(Collider c)
 {
     CustomCollisionScript customCollisionScript = c.GetComponent<CustomCollisionScript>; 
     if(customCollisionScript != null)
         customCollisionScript.customFunction();
 }

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Owen-Reynolds · Mar 22, 2015 at 05:44 PM 0
Share

Just to be sure, this answer is saying "what you want is impossible, but here's a hack." Not saying it's a bad answer.

The Q, I think, is asking if you can have collider ABC with NO script, so no OnCollisionEnter. But have some other script, on a different object, that says "send me OnCollisionEnter for ABC."

That might be nice, but I don't think it can be done.

avatar image millershaski · Mar 22, 2015 at 06:08 PM 0
Share

Thanks, I forgot to say that I didn't think it was possible. I edited the post to reflect it.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Distribute terrain in zones 3 Answers

Multiple Cars not working 1 Answer

Attaching objects on collision 1 Answer

Collision on specific Frames 1 Answer

OnCollisionEnter for translating gameObjects? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges