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Developer
  • ENGAGE SDK overview
  • Setting up the ENGAGE SDK
    • Registering as an ENGAGE developer
    • Setting up your local git repository
    • Installing the Unity Editor
    • Opening the ENGAGE SDK Unity project
    • Checking for SDK updates
    • Installing a platform build module
  • ENGAGE SDK project folders
  • General guidelines for 3D models
    • Optimizing 3D models
  • Locations
    • Guidelines for locations
    • Creating a new location
    • Building a location bundle
    • Testing a location locally on Windows
    • Configuring an object as a teleport target
    • Configuring the start position
    • Seats
      • Creating a seat
      • Using the summon to seat system
    • Network states
      • Network State Manager
      • Location Network States
      • Example network state configurations
        • Network state toggle object
        • Network state animation start/stop
        • Network state change animation
          • Creating an animation in Unity
          • Using Animator.Play(string)
          • Defining Animator transitions
          • Using Animator.SetTrigger(string)
        • Network state sync animation
        • Network state position toggle
        • Network state automatic door
        • Network state toggle skybox
        • Network state change materials
    • Adding grabable objects to a location
      • Resetting network objects with a button
      • Resetting network objects when out of bounds
    • Locations reference information
      • Basic requirements for a location
  • Immersive Effects (IFX)
    • Guidelines for IFX
    • Creating an IFX
    • Building an IFX bundle
    • Testing IFX locally on Windows
    • Specialized IFX
      • Animated IFX
        • Animation overrides
          • Legacy animations
          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
      • Interactive IFX
  • List of available prefabs
  • Available scripts
    • External Video Player
  • Profiling
  • Publishing to ENGAGE
    • Publishing checklists
    • Pushing files to your GitHub repository
  • AFX
    • Getting started
      • Changelog
    • AFX Graphs
      • Creating an AFX graph
      • Editing an AFX graph
      • Navigation and keyboard shortcuts
      • Adding an AFX graph to a game object
      • Nodes
      • Ports
      • Connections
      • Flows
        • Starting a flow
        • Using multiple flows
        • Chaining flows
        • Controlling flows
      • References
      • Using AFX Events
    • Networking AFX
      • Network State Modules
      • Ownership of networked objects
    • Animation curves
    • Node dictionary
      • ENGAGE
        • AFX Companion
          • Constant Collision
          • Grab Object
          • PathData
        • Networking
          • Network State Modules
        • Physics
        • Player
        • Seat
      • Events
        • Collision
        • Unity
        • AFX Events
      • Flow
      • Reference
      • Unity
        • Component
          • Animation
            • Set Parameters
          • Audio
            • Audio Reverb Zone
            • Audio Source
          • Collider
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      • Variable
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        • Float
        • Int
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          • Quaternion
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          • Vector 3
            • Vector3 Math
    • Sample graphs
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On this page
  • Collider Contains Point
  • Collision Advanced
  • Collision Approximate
  • Collision Bounds
  1. AFX
  2. Node dictionary
  3. ENGAGE
  4. AFX Companion

Constant Collision

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Last updated 7 months ago

The constant collision nodes detect ongoing collisions that involve Unity colliders.

Collider Contains Point

Determines whether a point in 3D space is within the bounds of a collider.

Inputs:

Name
Type
Description

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:

Name
Type
Description

Output

Boolean

True if the point is within the bounds of the collider. False otherwise.

Collision Advanced

Inputs:

Name
Type
Description

Collider A

Collider

A reference to a collider.

Collider B

Collider

A reference to a collider.

Outputs:

Name
Type
Description

Output

Boolean

True if there is a collision between Collider A and Collider B. Otherwise, false.

Collision Approximate

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:

Name
Type
Description

Collider A

Collider

A reference to a collider.

Collider B

Collider

A reference to a collider.

Outputs:

Name
Type
Description

Output

Boolean

True if there is a collision between Collider A and Collider B. Otherwise, false.

Collision Bounds

Determines if the bounding boxes of two colliders overlap. Outputs true if they overlap and false if they don't.

Inputs:

Name
Type
Description

Collider A

Collider

A reference to a collider.

Collider B

Collider

A reference to a collider.

Outputs:

Name
Type
Description

Output

Boolean

True if there is a collision between Collider A and Collider B. Otherwise, false.

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 section of the Unity documentation. This is the most computationally expensive constant collision node.

Introduction to collision