Component:BoxCollider: Difference between revisions

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[[Category:Components:Physics:Colliders{{#translation:}}|Box Collider]]
[[Category:Components:Physics:Colliders{{#translation:}}|Box Collider]]

Revision as of 21:06, 6 November 2024

Component image 
Box Collider component as seen in the Scene Inspector

Representing a simple box, this collider is the second most performant collider in the game, beaten by Sphere Colliders

Fields

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

Triggers
Method Name Method type and Arguments. Description
SetFromLocalBounds() Action
SetFromGlobalBounds() Action
SetFromLocalBoundsPrecise() Action
SetFromGlobalBoundsPrecise() Action

Usage

Examples

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.

Related Components