# Constant Collision

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.

<figure><img src="https://2640392766-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5yxYHsXtlAaoMUrDWhLm%2Fuploads%2Fgit-blob-d5d7899192db2d38d46b52887a6c998e6226b560%2Fafx_node_collider_contains_point.png?alt=media" alt=""><figcaption></figcaption></figure>

**Inputs:**

<table><thead><tr><th width="158">Name</th><th width="169">Type</th><th>Description</th></tr></thead><tbody><tr><td>Collider</td><td>Collider</td><td>A reference to the collider that will be tested.</td></tr><tr><td>Point</td><td>Vector3 [editable]</td><td>The point in 3D space that will be checked to determine if it's within the collider.</td></tr></tbody></table>

**Outputs:**

<table><thead><tr><th width="159">Name</th><th width="168">Type</th><th>Description</th></tr></thead><tbody><tr><td>Output</td><td>Boolean</td><td>True if the point is within the bounds of the collider. False otherwise.</td></tr></tbody></table>

## Collision Advanced

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](https://docs.unity3d.com/2022.2/Documentation/Manual/CollidersOverview.html) section of the Unity documentation. This is the most computationally expensive constant collision node.

<figure><img src="https://2640392766-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5yxYHsXtlAaoMUrDWhLm%2Fuploads%2Fgit-blob-3768270b2bf79cefce8b8e5231e12a2953a49684%2Fafx_node_collision_advanced.png?alt=media" alt=""><figcaption></figcaption></figure>

**Inputs:**

<table><thead><tr><th width="158">Name</th><th width="169">Type</th><th>Description</th></tr></thead><tbody><tr><td>Collider A</td><td>Collider</td><td>A reference to a collider.</td></tr><tr><td>Collider B</td><td>Collider</td><td>A reference to a collider.</td></tr></tbody></table>

**Outputs:**

<table><thead><tr><th width="159">Name</th><th width="168">Type</th><th>Description</th></tr></thead><tbody><tr><td>Output</td><td>Boolean</td><td>True if there is a collision between <code>Collider A</code> and <code>Collider B</code>. Otherwise, false.</td></tr></tbody></table>

## 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.

<figure><img src="https://2640392766-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5yxYHsXtlAaoMUrDWhLm%2Fuploads%2Fgit-blob-c03554e3a8b19bbf2d3231b7d9fa09794f883ab5%2Fafx_node_collision_approximate.png?alt=media" alt=""><figcaption></figcaption></figure>

**Inputs:**

<table><thead><tr><th width="158">Name</th><th width="169">Type</th><th>Description</th></tr></thead><tbody><tr><td>Collider A</td><td>Collider</td><td>A reference to a collider.</td></tr><tr><td>Collider B</td><td>Collider</td><td>A reference to a collider.</td></tr></tbody></table>

**Outputs:**

<table><thead><tr><th width="159">Name</th><th width="168">Type</th><th>Description</th></tr></thead><tbody><tr><td>Output</td><td>Boolean</td><td>True if there is a collision between <code>Collider A</code> and <code>Collider B</code>. Otherwise, false.</td></tr></tbody></table>

## Collision Bounds

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

<figure><img src="https://2640392766-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5yxYHsXtlAaoMUrDWhLm%2Fuploads%2Fgit-blob-885a3e6871089af3233fabca6a5dba914ef2c629%2Fafx_node_collision_bounds.png?alt=media" alt=""><figcaption></figcaption></figure>

**Inputs:**

<table><thead><tr><th width="158">Name</th><th width="169">Type</th><th>Description</th></tr></thead><tbody><tr><td>Collider A</td><td>Collider</td><td>A reference to a collider.</td></tr><tr><td>Collider B</td><td>Collider</td><td>A reference to a collider.</td></tr></tbody></table>

**Outputs:**

<table><thead><tr><th width="159">Name</th><th width="168">Type</th><th>Description</th></tr></thead><tbody><tr><td>Output</td><td>Boolean</td><td>True if there is a collision between <code>Collider A</code> and <code>Collider B</code>. Otherwise, false.</td></tr></tbody></table>
