How do you check for collision in unity without Rigidbody?
You want to walk in a collider area without using a rigidbody component attached to your game object? Just use OnTriggerEnter and check isTrigger on your collider. EDIT: Read this, and then this. To have collision between two of your objects one of them has to have a rigidbody component.
Does Collision need Rigidbody?
If you are moving a GameObject through its Transform component but you want to receive Collision/Trigger messages, you must attach a Rigidbody to the object that is moving. You cannot make an object stop rotating just by setting its Angular Drag to infinity.
How to detect collision with a specific object in Unity 3D?
Here we are going to detect collision with a specific object in Unity 3D with C# programming. The Unity game engine already provides the collision event API or function which is OnCollisionEnter. We can use it in our C#.
Is there a way to detect collisions in drawray?
However, Debug.DrawRay does not detect collisions with objects. So while it is useful to check the direction of a particular ray in the Scene view, this ray needs to be combined to a different method to be able to detect collisions and one of these methods is called Physics.Raycast. There may be cases when you want to cast a ray from an object.
How to detect collision with an object by its tag?
In the above code, we first check if the object has the tag name with the if statement: Inside the statement, we have passed the code to destroy the object with the tag name: So we have successfully able to detect collision with an object by its tag.
Can you have static colliders in Unity 5?
Now the collision events (OnCollisionEnter, etc) will happen normally as with standard rigidbodies. Since Unity 5 this is no longer a hard requirement. The documentation is outdated about this. You can have static colliders moving in your scene without performance penalties.