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Api
Components
Collider
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Components
class
Collider
search
Constructors
lock
Collider
Fields
lock
_keyframeBody
Properties
data_object
ColliderFlags
data_object
Elasticity
data_object
Friction
data_object
IsConcave
data_object
IsDynamic
data_object
IsTrigger
data_object
Joints
remove_circle
KeyframeBody
data_object
LocalBounds
data_object
OnObjectTriggerEnter
data_object
OnObjectTriggerExit
data_object
OnTriggerEnter
data_object
OnTriggerExit
data_object
Rigidbody
data_object
RollingResistance
data_object
Static
data_object
Surface
data_object
SurfaceVelocity
data_object
Touching
Methods
lock
CalculateLocalBounds
lock
ConfigureShapes
remove_circle
CreatePhysicsShapes
functions
FindClosestPoint
functions
GetVelocityAtPoint
functions
GetWorldBounds
remove_circle
OnPhysicsChanged
lock
Rebuild
lock
RebuildImmediately
Collider
class
Sandbox
.
account_tree
extends
Component
abstract
Sandbox.Engine
build
Constructors
1
Collider
(
)
crop_din
Fields
1
_keyframeBody
PhysicsBody
data_object
Properties
19
ColliderFlags
ColliderFlags
Flags that modify the behavior of this collider
Elasticity
Nullable`1
Allows overriding the elasticity for this collider. Controls how bouncy this collider is.
Friction
Nullable`1
Allows overriding the friction for this collider. This value can exceed 1 to to give crazy grippy friction if you want it to, but the normal value is between 0 and 1.
IsConcave
bool
IsDynamic
bool
Return true if this collider is using dynamic physics. Returns false if this is a keyframe body, or a static physics body.
IsTrigger
bool
Joints
IReadOnlySet`1
If we're a keyframe collider, this is the set of joints attached to us. If we're not then this won't ever return anything.
KeyframeBody
obsolete
PhysicsBody
LocalBounds
BBox
Calculated local bounds of all physics shapes in this collider.
OnObjectTriggerEnter
Action`1
Called when a gameobject enters this trigger
OnObjectTriggerExit
Action`1
Called when a gameobject exits this trigger
OnTriggerEnter
Action`1
Called when a collider enters this trigger
OnTriggerExit
Action`1
Called when a collider exits this trigger
Rigidbody
Rigidbody
If this collider is part of a Rigidbody then this will return the component that it's attached to. If this is null it's usually a good indication that this collider is either static, world geometry, or a keyframe.
RollingResistance
Nullable`1
Allows overriding the rolling resistance for this collider. Controls how easily rolling shapes (sphere, capsule) roll on surfaces.
Static
bool
Surface
Surface
SurfaceVelocity
Vector3
Set the local velocity of the surface so things can slide along it, like a conveyor belt
Touching
IEnumerable`1
If we're a trigger, this will list all of the colliders that are touching us. If we're not a trigger, this will list all of the triggers that we are touching.
functions
Methods
9
CalculateLocalBounds
(
)
ConfigureShapes
(
)
Apply any things that we an apply after they're created
CreatePhysicsShapes
(
targetBody
)
obsolete
IEnumerable`1
FindClosestPoint
(
worldPoint
)
Vector3
Returns the closest point to the given one between all convex shapes of this body.
GetVelocityAtPoint
(
worldPoint
)
Vector3
Get the velocity of this collider at the specific point in world coordinates.
GetWorldBounds
(
)
BBox
Get the world bounds of this object
OnPhysicsChanged
(
)
obsolete
Rebuild
(
)
RebuildImmediately
(
)
Inheritance
Component
Collider
BoxCollider
CapsuleCollider
HullCollider
MapCollider
MeshComponent
ModelCollider
PlaneCollider
SphereCollider
Terrain
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