Collisions¶
World Bounding Box¶
Check collision using world bounding boxes.
 
- 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.
 
- 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.
 
- 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.
 
- 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.