Collisions¶
World Bounding Box¶
Check collision using world bounding boxes.
![../../_images/node-world-bounding-box.png](../../_images/node-world-bounding-box.png)
Agents: Objects to check against. When checking against agents the height and radius of the agent is being used, not the actual mesh.
Offset: Number of frames an agent can ignore a collision to create variation.
Local Bounding Box¶
Check collision using local bounding boxes.
![../../_images/node-local-bounding-box.png](../../_images/node-local-bounding-box.png)
Agents: Objects to check against. When checking against agents the height and radius of the agent is being used, not the actual mesh.
Offset: Number of frames an agent can ignore a collision to create variation.
Convex Hull¶
Check collision using convex hull.
![../../_images/node-convex-hull.png](../../_images/node-convex-hull.png)
Agents: Objects to check against. When checking against agents the height and radius of the agent is being used, not the actual mesh.
Offset: Number of frames an agent can ignore a collision to create variation.
Triangle Mesh¶
Check collision using triangle mesh.
![../../_images/node-triangle-mesh.png](../../_images/node-triangle-mesh.png)
Agents: Objects to check against. When checking against agents the height and radius of the agent is being used, not the actual mesh.
Offset: Number of frames an agent can ignore a collision to create variation.