
You can also create collider shape assets and use them as your collider shape. The collider shape asset used to generate the collider shape. The plane position relative to its entity.Īssigns a collider shape from a collider shape asset (see Collider shape assets below). For example, to make an infinite floor, set the normal property to: X:0, Y:1, Z:0. Which vector (X, Y, or Z) is perpendicular to the plane. You can use several infinite planes together to box users in and stop them "tunneling" outside the level. Think of it like a wall or floor stretching into the distance for ever. The infinite plane covers an infinite distance across one dimension. The sphere position relative to its entity. Makes the sphere infinitely flat in one dimension. The cylinder position relative to its entity. Sets the axis along which the shape is stretched (X, Y, or Z). The cone position relative to its entity. The radius of the cone at the bottom end. The capsule position relative to its entity. The axis along which the shape is stretched (X, Y, or Z). Makes the capsule infinitely flat in one dimension. The capsule shape is especially useful for character components, as its curved base lets the entity move to higher planes (eg when climbing staircases).

Makes the box infinitely flat in one dimension. Each shape has additional properties including size, orientation, offset, and so on. You can specify a geometric shape, or use a collider shape asset.Ĭomponents can have multiple intersecting shapes, and don't have to match the entity model, if it has one.

For colliders to interact, you need to set their shape in the Property Grid.
