public XCollider(Vector3 position, float rotation, bool isStatic = false) { this.position = position; this.rotation = rotation; Quaternion = Quaternion.Euler(0, rotation, 0); rigidbody = new XRigidbody(position, isStatic); bounds = new Bounds(Vector3.zero, Vector3.zero); restitution = 0; }
private void Start() { xrb = GetComponent <XCollider>().XRigidbody; }