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|Name=Convex Hull Collider | |Name=Convex Hull Collider | ||
}} | }} | ||
Is a [https://en.wikipedia.org/wiki/Convex_hull convex hull] (a shape closely wrapping the object, but with no indentations) over the mesh of the object. | |||
== Usage == | == Usage == | ||
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|CharacterCollider|Bool| {{Template:ColliderCharacterColliderField}} | |CharacterCollider|Bool| {{Template:ColliderCharacterColliderField}} | ||
|IgnoreRaycasts|Bool| {{Template:ColliderIgnoreRaycastsField}} | |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 wrap (kind of like using plastic wrap) and use the wrapped result as the collider this component represents. | ||
}} | }} | ||
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== Examples == | == Examples == | ||
Can be used to simplify mesh colliders like an elongated sphere, where keeping the object concave isn't important. | |||
== See Also == | == See Also == | ||
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[[Category:Components:Physics:Colliders{{#translation:}}|Convex Hull Collider]] | [[Category:Components:Physics:Colliders{{#translation:}}|Convex Hull Collider]] | ||
[[Category:Components{{#translation:}}|Convex Hull Collider]] | [[Category:Components{{#translation:}}|Convex Hull Collider]] | ||
Latest revision as of 20:37, 14 October 2024
Component image
Is a convex hull (a shape closely wrapping the object, but with no indentations) over the mesh of the object.
Usage
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 wrap (kind of like using plastic wrap) and use the wrapped result as the collider this component represents. |
Behavior
Examples
Can be used to simplify mesh colliders like an elongated sphere, where keeping the object concave isn't important.