collider
Makes the object solid: characters and bots walk around it, and (with physics) things collide with it.
In scene text
collider { shape "…" size (0, 1, 0) offset (0, 1, 0) }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 5
| Field | Type | Unit / range | What it does |
|---|---|---|---|
shape | text | — | "mesh_bounds" (solid bounding box), "mesh" (exact triangles with BVH; STATIC only; never dynamic or kinematic: use mesh_bounds or a convex primitive for moving objects), "box", "sphere" (size.x = diameter), "capsule" (size.x = diameter, size.y = height), "cylinder" (round platforms and pillars), or "parts" (a forged model's own collision: one box per part, each with what it is made of, so a bullet knows the seat is fabric and the legs oak; static or kinematic; the whole model's box when it has none). |
size | (x, y, z) | — | For shape "box": size in local units (multiplied by the transform's scale). |
offset | (x, y, z) | — | For shape "box": center of the box in local units. Not given: half its height up, so the box sits on the object's base like the built-in cube (a 6 cm box: 3 cm). |
blocks_movement | true / false | — | Whether characters and bots are stopped by it. |
surface | text | — |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us