using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TriggerTester : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
Debug.LogFormat("{0} trigger enter: {1}", this, other);
}
private void OnTriggerStay(Collider other)
{
Debug.LogFormat("{0} trigger stay: {1}", this, other);
}
private void OnTriggerExit(Collider other)
{
Debug.LogFormat("{0} trigger exit: {1}", this, other);
}
}
private void OnTriggerStay(Collider other)
{
// Do some stuff
}
" | Static | Dynamic | Kinematic | Static | Dynamic | Kinematic |"
" | | | | Trigger | Trigger | Trigger |"
----------------------------------------------------------------------------------
" Static "| | Collision | | | Trigger | Trigger |
" "| | | | | | |
----------------------------------------------------------------------------------
" Dynamic "| Collision | Collision | Collision | Trigger | Trigger | Trigger |
" "| | | | | | |
----------------------------------------------------------------------------------
"Kinematic"| | Collision | | Trigger | Trigger | Trigger |
" "| | | | | | |
----------------------------------------------------------------------------------
" Static "| | Trigger | Trigger | | Trigger | Trigger |
" Trigger "| | | | | | |
----------------------------------------------------------------------------------
" Dynamic "| Trigger | Trigger | Trigger | Trigger | Trigger | Trigger |
" Trigger "| | | | | | |
----------------------------------------------------------------------------------
"Kinematic"| Trigger | Trigger | Trigger | Trigger | Trigger | Trigger |
" Trigger "| | | | | | |
----------------------------------------------------------------------------------
// This shows how 2 objects (both having a rigidbody component) interact.
// Empty => They don't interact
// Collision => You can use OnColisionXXX
// Trigger => You can use OnTriggerXXX
//Hope it helps <3
using UnityEngine;
using UnityEngine.EventSystems;
public class EventTriggerExample : EventTrigger
{
public override void OnBeginDrag( PointerEventData data )
{
Debug.Log( "OnBeginDrag called." );
}
public override void OnCancel( BaseEventData data )
{
Debug.Log( "OnCancel called." );
}
public override void OnDeselect( BaseEventData data )
{
Debug.Log( "OnDeselect called." );
}
public override void OnDrag( PointerEventData data )
{
Debug.Log( "OnDrag called." );
}
public override void OnDrop( PointerEventData data )
{
Debug.Log( "OnDrop called." );
}
public override void OnEndDrag( PointerEventData data )
{
Debug.Log( "OnEndDrag called." );
}
public override void OnInitializePotentialDrag( PointerEventData data )
{
Debug.Log( "OnInitializePotentialDrag called." );
}
public override void OnMove( AxisEventData data )
{
Debug.Log( "OnMove called." );
}
public override void OnPointerClick( PointerEventData data )
{
Debug.Log( "OnPointerClick called." );
}
public override void OnPointerDown( PointerEventData data )
{
Debug.Log( "OnPointerDown called." );
}
public override void OnPointerEnter( PointerEventData data )
{
Debug.Log( "OnPointerEnter called." );
}
public override void OnPointerExit( PointerEventData data )
{
Debug.Log( "OnPointerExit called." );
}
public override void OnPointerUp( PointerEventData data )
{
Debug.Log( "OnPointerUp called." );
}
public override void OnScroll( PointerEventData data )
{
Debug.Log( "OnScroll called." );
}
public override void OnSelect( BaseEventData data )
{
Debug.Log( "OnSelect called." );
}
public override void OnSubmit( BaseEventData data )
{
Debug.Log( "OnSubmit called." );
}
public override void OnUpdateSelected( BaseEventData data )
{
Debug.Log( "OnUpdateSelected called." );
}
}