Collider
Collider changes simple authored box and sphere Colliders at runtime. Use
Collider.ShapeBox and Collider.ShapeSphere; unsupported shapes are rejected.
| Method | Returns | Description |
|---|---|---|
Collider.Has(gameObjectId) | boolean | Checks for a Collider. |
Collider.GetShape(gameObjectId) | integer or nil | Reads the shape constant. |
Collider.SetShape(gameObjectId, shape) | boolean | Changes the shape. |
Collider.IsTrigger(gameObjectId) | boolean | Reads trigger state. |
Collider.SetIsTrigger(gameObjectId, isTrigger) | boolean | Changes blocking/trigger behavior. |
Collider.GetSize(gameObjectId) | Vec3 or nil | Reads box size. |
Collider.SetSize(gameObjectId, x, y, z) | boolean | Sets positive box dimensions. |
Collider.GetRadius(gameObjectId) | number or nil | Reads sphere radius. |
Collider.SetRadius(gameObjectId, radius) | boolean | Sets 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.