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{{Infobox Component | {{Infobox Component | ||
|Image=MeshColliderComponent.png | |Image=MeshColliderComponent.png | ||
|Name=Mesh Collider | |Name=Mesh Collider | ||
}} | }} | ||
A mesh collider allows for making a 1:1 collider of the given <code>Mesh</code> | |||
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|Offset|Float3| | |Offset|Float3| {{Template:ColliderOffsetField}} | ||
|Type|ColliderType| | |Type|ColliderType| {{Template:ColliderTypeField}} | ||
|Mass|Float| | |Mass|Float| {{Template:ColliderMassField}} | ||
|CharacterCollider|Bool| | |CharacterCollider|Bool| {{Template:ColliderCharacterColliderField}} | ||
|IgnoreRaycasts|Bool| | |IgnoreRaycasts|Bool| {{Template:ColliderIgnoreRaycastsField}} | ||
|Mesh|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}|TypeAdv5=true| | |Mesh|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}|TypeAdv5=true| The mesh to make a collision shape made of groups of polygons out of. | ||
|Sidedness|MeshColliderSidedness| | |Sidedness|MeshColliderSidedness| Front or back sided collisions. | ||
|ActualSpeculativeMargin|{{RootFieldType|RawOutput`1|[[Type:Float|Float]]}}|TypeAdv7=true| | |ActualSpeculativeMargin|{{RootFieldType|RawOutput`1|[[Type:Float|Float]]}}|TypeAdv7=true| Essentially the room for error on the collisions for this collider. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
General practice is to use mesh colliders very sparingly. | |||
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== Examples == | == Examples == | ||
This can be used for more complex collisions like sprawling terrain or procedural meshes that have complex shapes. | |||
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== Related Components == | == Related Components == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Mesh Collider]] | [[Category:Components{{#translation:}}|Mesh Collider]] | ||
[[Category:Components:Physics:Colliders{{#translation:}}|Mesh Collider]] | [[Category:Components:Physics:Colliders{{#translation:}}|Mesh Collider]] |
Latest revision as of 20:47, 14 October 2024
Component image
A mesh collider allows for making a 1:1 collider of the given Mesh
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
Offset
|
Float3 | The offset of the collider shape's position from the slot's position. |
Type
|
ColliderType | The type of collider. See the enum page for details. |
Mass
|
Float | How heavy this collider is in total. according to ProbablePrime this is in 1 KG per cubic meter. |
CharacterCollider
|
Bool | Whether an avatar should be prevented from moving into the collider's volume. |
IgnoreRaycasts
|
Bool | Whether an avatar's laser should be prevented from hitting the collider's volume. Also this applies to raycasting nodes or components. |
Mesh
|
Mesh | The mesh to make a collision shape made of groups of polygons out of. |
Sidedness
|
MeshColliderSidedness | Front or back sided collisions. |
ActualSpeculativeMargin
|
raw output of Float | Essentially the room for error on the collisions for this collider. |
Usage
General practice is to use mesh colliders very sparingly.
Examples
This can be used for more complex collisions like sprawling terrain or procedural meshes that have complex shapes.