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.