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Collider

Collider changes simple authored box and sphere Colliders at runtime. Use Collider.ShapeBox and Collider.ShapeSphere; unsupported shapes are rejected.

MethodReturnsDescription
Collider.Has(gameObjectId)booleanChecks for a Collider.
Collider.GetShape(gameObjectId)integer or nilReads the shape constant.
Collider.SetShape(gameObjectId, shape)booleanChanges the shape.
Collider.IsTrigger(gameObjectId)booleanReads trigger state.
Collider.SetIsTrigger(gameObjectId, isTrigger)booleanChanges blocking/trigger behavior.
Collider.GetSize(gameObjectId)Vec3 or nilReads box size.
Collider.SetSize(gameObjectId, x, y, z)booleanSets positive box dimensions.
Collider.GetRadius(gameObjectId)number or nilReads sphere radius.
Collider.SetRadius(gameObjectId, radius)booleanSets a positive sphere radius.
doorGameObjectId = -1

function OpenDoor(gameObjectId)
if Collider.Has(doorGameObjectId) then
Collider.SetIsTrigger(doorGameObjectId, true)
end
GameObject.SetActive(doorGameObjectId, false)
end

Changing a Collider can change collision pairs on the following simulation step. Use trigger callbacks for overlap-only volumes and collision callbacks for blocking contacts.