Name: | ColliderType |
Type: | FrooxEngine.ColliderType
|
See Colliders for more info on colliders in general.
Name | Value | Description |
---|---|---|
NoCollision
|
0 | As the name implies, no interaction happens. |
Static
|
1 | Interacts with other active colliders. |
Trigger
|
2 | Interacts with other active colliders and user locomotion. Trigger colliders also prevent the avatar's laser from hitting the collider's volume, regardless of the IgnoreRaycasts setting. |
StaticTrigger
|
3 | Behaves the same as Trigger except it is more performant for non-moving objects. |
StaticTriggerAuto
|
4 | Behaves the same as StaticTrigger, but will automatically switch to Trigger if the object moves. |
Active
|
5 | Interacts with other static and trigger colliders, user body parts, user locomotion, and users in anchors. Such colliders are called "active" because they actively check every single frame for collisions with other things. |
CharacterController
|
6 | This allows a CharacterController to use the specified collider as its collision for physics based interactions (only the first of this type in a slot with a CharacterController on it will be chosen). |
HapticTrigger
|
7 | This is used to detect and trigger haptics events on the player. |
HapticStaticTrigger
|
8 | This is the same as HapticTrigger except it is more performant for non-moving objects. |
HapticStaticTriggerAuto
|
9 | This is the same as HapticStaticTrigger, but will automatically switch to HapticTrigger if the object moves. |
HapticSampler
|
10 | This is used in conjunction with the HapticPointSampler component in order to sample haptics events from a HapticVolume for debug purposes. |