Difference between revisions of "Collision Layer"

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m (Script running global find and replace: Category:Object Classes for Category:Objects)
 
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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.

Latest revision as of 19:10, 13 August 2012

Collision Layers represent the game's collision types.

Collision Layer[edit | edit source]

  • 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.