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private void OnTriggerStay(Collider other) {
if ( (collider.bounds.min.x+collider.bounds.min.z)>(other.bounds.min.x+other.bounds.min.z)
&&
(collider.bounds.max.x+collider.bounds.max.z)<(other.bounds.max.x+other.bounds.max.z)) {
other.gameObject.GetComponent<Rigidbody>().isKinematic = false;
}
}
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private void OnTriggerStay(Collider other) {
if ( (collider.bounds.min.x+collider.bounds.min.z)>(other.bounds.min.x+other.bounds.min.z)
&&
(collider.bounds.max.x+collider.bounds.max.z)<(other.bounds.max.x+other.bounds.max.z)) {
other.gameObject.GetComponent<Rigidbody>().isKinematic = false;
}
}
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