Collider: Difference between revisions
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|  (Added note about physics center of mass and improved wording) |  (link to Object) Tags: Mobile edit Mobile web edit Advanced mobile edit | ||
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| Collider, also called Hitbox is what determines whether the block is solid or [[Pass Through]]. | Collider, also called Hitbox is what determines whether the block is solid or [[Pass Through]]. | ||
| When a collision between two  | When a collision between two [[object]]s with colliders happens, it can be detected by a [[Collision]] sensor. | ||
| The collider of any custom block that isn't a [[Script Block]] can be changed by pressing the gear button. | The collider of any custom block that isn't a [[Script Block]] can be changed by pressing the gear button. | ||
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| * If the block's physics type is Normal, the collider's center of mass will be the center of the block, even if it is outside the collider, which can produce unwanted results if physics are applied to that object. This can be changed by setting the type to Physics. | * If the block's physics type is Normal, the collider's center of mass will be the center of the block, even if it is outside the collider, which can produce unwanted results if physics are applied to that object. This can be changed by setting the type to Physics. | ||
| * Sphere colliders do not count voxels in more than one block space. That is, if a block like [[Arch]] is given a sphere collider, it will consist of two spheres, one for each block space. | |||
| == Notes == | |||
| * In [[Fancade Web]], you can enable collider display by typing <code>tg DebugPhysics</code> into the command line. | |||
| [[Category:Scripting]] | [[Category:Scripting]] | ||