Collision
Description
This collection of OverNodes represents all the nodes that interact with the physics Unity Collision system.
Collision Node
The main element of this collection consists of a Collision Node, that fires its execution on detecting a specific Collision event.
Each Collision Node must refer to a specific Target
GameObject, accordingly equipped with a Unity Collider Component. Once a collision is detected, the following nodes will be executed.
A Mode
parameter can be selected in order to further customize the execution of the node, specifically:
Name | Description |
---|---|
Enter | Sets the node to be executed when a physical object enters the Target Collider space |
Stay | Sets the node to be executed when a physical object stays inside the Target Collider space |
Exit | Sets the node to be executed when a physical object exits the Target Collider space |
The Node also exposes some parameters, also describing the Collision itself:
Name | Type | Description |
---|---|---|
Other | A reference of the input Unity Collider Component of the object colliding with the Target | |
Contacts | ContactPoint [ ] | List of contact points where the collision occurs |
Impulse | Vector3 | The total impulse applied to this contact pair to resolve the collision |
Relative Velocity | Vector3 | The relative linear velocity of the two colliding objects (Read Only) |
OverCollisionListener
In order for the Node system to communicate with the Unity Runtime environment, a OverCollisionListener component must be associated with the Target GameObject.
Its main function is to provide a bridge between the node system and the UnityEngine event system, which handles collision events automatically.
Collider Exposer
This node is used to expose certain parameters and attributes of a given input Unity Collider Component, which are:
Name | Type | Description |
---|---|---|
Ref | A reference of the input Unity Collider Component | |
Object | GameObject associated to the collider |
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