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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}} | ||
|Size|Float3| How big locally this collider is in the x, y, and z directions. | |Size|Float3| How big locally this collider is in the x, y, and z directions. | ||
}} | |||
== Sync Delegates == | |||
{{Table ComponentTriggers | |||
|SetFromLocalBounds()|[[Type:Action|Action]]|{{Template:SetFromLocalBounds}} | |||
|SetFromGlobalBounds()|[[Type:Action|Action]]|{{Template:SetFromGlobalBounds}} | |||
|SetFromLocalBoundsPrecise()|[[Type:Action|Action]]|{{Template:SetFromLocalBoundsPrecise}} | |||
|SetFromGlobalBoundsPrecise()|[[Type:Action|Action]]|{{Template:SetFromGlobalBoundsPrecise}} | |||
}} | }} | ||
<!--T:3--> | <!--T:3--> | ||
== Usage == | == Usage == | ||
This is useful for floors and walls, and can also be set to NoCollide and used as a way to mark an area for a custom culling system. | |||
<!--T:4--> | <!--T:4--> | ||
== Examples == | == Examples == | ||
<!--T:5--> | <!--T:5--> | ||
== | == See Also == | ||
* [[Collider]] | |||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Box Collider]] | [[Category:Components{{#translation:}}|Box Collider]] | ||
[[Category:Components:Physics:Colliders{{#translation:}}|Box Collider]] | [[Category:Components:Physics:Colliders{{#translation:}}|Box Collider]] |
Latest revision as of 16:07, 11 November 2024
Component image
Representing a simple box, this collider is the second most performant collider in the game, beaten by Sphere Colliders
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. |
Size
|
Float3 | How big locally this collider is in the x, y, and z directions. |
Sync Delegates
Method Name | Method type and Arguments. | Description |
---|---|---|
SetFromLocalBounds()
|
Action | Gathers all objects and slots under this component's slot, creates a Bounding box that encapsulates all the points and Bounding boxes, and uses the Bounding box to set this component's values. Does all calculations in local space. |
SetFromGlobalBounds()
|
Action | Gathers all objects and slots under this component's slot, creates a Bounding box that encapsulates all the points and Bounding boxes, and uses the Bounding box to set this component's values. Does all calculations in global space. |
SetFromLocalBoundsPrecise()
|
Action | Gathers all objects and slots under this component's slot, creates a Bounding box that encapsulates all the points and Bounding boxes, and uses the Bounding box to set this component's values. Does all calculations in local space. Ignores floating point error. |
SetFromGlobalBoundsPrecise()
|
Action | Gathers all objects and slots under this component's slot, creates a Bounding box that encapsulates all the points and Bounding boxes, and uses the Bounding box to set this component's values. Does all calculations in global space. Ignores floating point error. |
Usage
This is useful for floors and walls, and can also be set to NoCollide and used as a way to mark an area for a custom culling system.