Difference between revisions of "On Collision End (LogiX node)/ja"
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(Created page with "On Collision End (LogiXノード)") |
(Created page with "'''On Collision End'''ノードは、<code>Other</code> コライダが入力 <code>Collider</code> との衝突を停止したときに <code>OnEvent</code> からインパ...") |
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− | + | '''On Collision End'''ノードは、<code>Other</code> コライダが入力 <code>Collider</code> との衝突を停止したときに <code>OnEvent</code> からインパルスを発生させます。 | |
== Usage == | == Usage == |
Revision as of 05:24, 15 February 2022
On Collision End | ||
---|---|---|
Inputs | ||
ICollider | Collider | |
Outputs | ||
Impulse | OnEvent | |
ICollider | Other |
On Collision Endノードは、Other
コライダが入力 Collider
との衝突を停止したときに OnEvent
からインパルスを発生させます。
Usage
The Other
output provides the collider which stopped colliding with the input Collider
. This value is available for the duration of the impulse chain started from OnEvent
.
Note that, in general, collisions where neither collider is a CharacterController (Component) will generate an impulse from OnEvent
for each user in a session. This usually requires filtering the impulses such that only the ones for relevant users propagate to downstream nodes. For collisions where the Other
collider is a CharacterController an impulse will only be fired for the CharacterCollider's SimulatingUser.
Examples
Tutorial from ProbablePrime on the collider event nodes: