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
Name | 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.