Difference between revisions of "Collision Layer"
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imported>Scornett-Bot m (Script running global find and replace: Category:Object Classes for Category:Objects) |
imported>Keris m |
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* '''Debug Color:''' The default color used for a collision primitive of this type. | * '''Debug Color:''' The default color used for a collision primitive of this type. | ||
* '''Collides With / Available Layers:''' Allows you to select what types of collision objects this collision layer will obstruct. | * '''Collides With / Available Layers:''' Allows you to select what types of collision objects this collision layer will obstruct. | ||
* '''Sensor:''' | |||
* '''Trigger Volume:''' Whether a primitive of this type should act as a Trigger Volume and fire Trigger-related events (such as [[OnTrigger_-_ObjectReference|OnTrigger]]). | * '''Trigger Volume:''' Whether a primitive of this type should act as a Trigger Volume and fire Trigger-related events (such as [[OnTrigger_-_ObjectReference|OnTrigger]]). | ||
* '''Navmesh Obstacle:''' Whether this collision type should dynamically cut [[Navmesh]]. Used only for specific collision types, such as L_NAVCUT. | * '''Navmesh Obstacle:''' Whether this collision type should dynamically cut [[Navmesh]]. Used only for specific collision types, such as L_NAVCUT. |
Revision as of 16:54, 30 April 2012
Collision Layers represent the game's collision types.
Collision Layer
- ID: The Editor ID of the collision object.
- Name: A user-readable name. Often identical to ID.
- Description: A user-readable description.
- Debug Color: The default color used for a collision primitive of this type.
- Collides With / Available Layers: Allows you to select what types of collision objects this collision layer will obstruct.
- Sensor:
- Trigger Volume: Whether a primitive of this type should act as a Trigger Volume and fire Trigger-related events (such as OnTrigger).
- Navmesh Obstacle: Whether this collision type should dynamically cut Navmesh. Used only for specific collision types, such as L_NAVCUT.