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CollisionFlags

enumeration

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Description

CollisionFlags is a bitmask returned by CharacterController.Move.

It gives you a broad overview of where your character collided with any other objects.

    function Update () {
        var controller : CharacterController = GetComponent.<CharacterController>();
        if (controller.collisionFlags == CollisionFlags.None)
            print("Free floating!");

if (controller.collisionFlags & CollisionFlags.Sides) print("Touching sides!");

if (controller.collisionFlags == CollisionFlags.Sides) print("Only touching sides, nothing else!");

if (controller.collisionFlags & CollisionFlags.Above) print("Touching sides!");

if (controller.collisionFlags == CollisionFlags.Above) print("Only touching Ceiling, nothing else!");

if (controller.collisionFlags & CollisionFlags.Below) print("Touching ground!");

if (controller.collisionFlags == CollisionFlags.Below) print("Only touching ground, nothing else!"); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { CharacterController controller = GetComponent<CharacterController>(); if (controller.collisionFlags == CollisionFlags.None) print("Free floating!");

if ((controller.collisionFlags & CollisionFlags.Sides) != 0) print("Touching sides!");

if (controller.collisionFlags == CollisionFlags.Sides) print("Only touching sides, nothing else!");

if ((controller.collisionFlags & CollisionFlags.Above) != 0) print("Touching sides!");

if (controller.collisionFlags == CollisionFlags.Above) print("Only touching Ceiling, nothing else!");

if ((controller.collisionFlags & CollisionFlags.Below) != 0) print("Touching ground!");

if (controller.collisionFlags == CollisionFlags.Below) print("Only touching ground, nothing else!"); } }

Variables

NoneCollisionFlags is a bitmask returned by CharacterController.Move.
SidesCollisionFlags is a bitmask returned by CharacterController.Move.
AboveCollisionFlags is a bitmask returned by CharacterController.Move.
BelowCollisionFlags is a bitmask returned by CharacterController.Move.