Next: , Up: Interaction.Input   [Contents][Index]


9.1.1 Active Collider

Component: ActiveCollider

This component sends messages when an object touches (or stops touching) it. First add a list of Active Tags, these are tagged object groups that you want to activate this trigger. Next, add at least one message that you wish to send when the collision occurs.

See https://youtu.be/RllnqtE_g1Y.

Field of ActiveCollider: string[] activeTags

List of tags that trigger this message sender

Activation Settings

Field of ActiveCollider: bool checkRoot

If true, the tag check will be compared against the root transform of the object hit, otherwise it will be performed against the hit collider’s transform.

Default value: false

Optional Field of ActiveCollider: float velocityThreshold

Minimum velocity required

Default value: 0.0f

Output Settings

Field of ActiveCollider: GameObject hitPrefab

Object to spawn at collision point

Field of ActiveCollider: MessageManager.ManagedMessage message

Message to send when activated

Field of ActiveCollider: MessageManager.ManagedMessage messageToEnteringEntity

Message to send to the object we hit

Field of ActiveCollider: bool messageOnExit

Should we send a message on exit as well?

Default value: false

Field of ActiveCollider: MessageManager.ManagedMessage exitMessage

Message to send on exit, if enabled

Field of ActiveCollider: string targetLevel

Name of the scene we want to load on collision. Must be added to build settings

Field of ActiveCollider: string[] activeTags

List of tags that trigger this message sender

Activation Settings

Field of ActiveCollider: bool checkRoot

If true, the tag check will be compared against the root transform of the object hit, otherwise it will be performed against the hit collider’s transform.

Default value: false

Optional Field of ActiveCollider: float velocityThreshold

Minimum velocity required

Default value: 0.0f

Output Settings

Field of ActiveCollider: GameObject hitPrefab

Object to spawn at collision point

Field of ActiveCollider: MessageManager.ManagedMessage message

Message to send when activated

Field of ActiveCollider: MessageManager.ManagedMessage messageToEnteringEntity

Message to send to the object we hit

Field of ActiveCollider: bool messageOnExit

Should we send a message on exit as well?

Default value: false

Field of ActiveCollider: MessageManager.ManagedMessage exitMessage

Message to send on exit, if enabled

Field of ActiveCollider: string targetLevel

Name of the scene we want to load on collision. Must be added to build settings


Next: , Up: Interaction.Input   [Contents][Index]