Collisions

World Bounding Box

Check collision using world bounding boxes.

../../_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
  • 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
  • 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
  • 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.