Constant Collision
Last updated
Last updated
The constant collision nodes detect ongoing collisions that involve Unity colliders.
Determines whether a point in 3D space is within the bounds of a collider.
Inputs:
Collider
Collider
A reference to the collider that will be tested.
Point
Vector3 [editable]
The point in 3D space that will be checked to determine if it's within the collider.
Outputs:
Output
Boolean
True if the point is within the bounds of the collider. False otherwise.
Determines if there is currently a collision between two colliders. Outputs true if there is a collision and false if there isn't. The Collision Advanced
node uses the standard Unity rules to determine collisions. For more information, refer to the Introduction to collision section of the Unity documentation. This is the most computationally expensive constant collision node.
Inputs:
Collider A
Collider
A reference to a collider.
Collider B
Collider
A reference to a collider.
Outputs:
Output
Boolean
True if there is a collision between Collider A
and Collider B
. Otherwise, false.
Determines if two colliders overlap. Outputs true if they overlap and false if they don't. The Collision Approximate
node assumes that collider shapes are uniformly scaled, and looses accuracy as the non-uniformity increases. This is the least computationally expensive constant collision node that compares two colliders.
Inputs:
Collider A
Collider
A reference to a collider.
Collider B
Collider
A reference to a collider.
Outputs:
Output
Boolean
True if there is a collision between Collider A
and Collider B
. Otherwise, false.
Determines if the bounding boxes of two colliders overlap. Outputs true if they overlap and false if they don't.
Inputs:
Collider A
Collider
A reference to a collider.
Collider B
Collider
A reference to a collider.
Outputs:
Output
Boolean
True if there is a collision between Collider A
and Collider B
. Otherwise, false.