Difference between revisions of "Collision Layer"
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[[Collision Layer|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_-_ObjectReference|OnTrigger]]). | |||
* '''Navmesh Obstacle:''' Whether this collision type should dynamically cut [[Navmesh]]. Used only for specific collision types, such as L_NAVCUT. | |||
[[Category:Miscellaneous]] | |||
[[Category:Object Classes]] | |||
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.