Difference between revisions of "On Collision Start (LogiX node)"
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− | Note that, in general, collisions where neither collider is a CharacterController will generate an impulse from <code>OnEvent</code> 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 <code>Other</code> collider is a CharacterController an impulse will only be fired for the CharacterCollider's SimulatingUser. | + | <!--T:6--> |
+ | Note that, in general, collisions where neither collider is a [[CharacterController (Component)]] will generate an impulse from <code>OnEvent</code> 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 <code>Other</code> collider is a CharacterController an impulse will only be fired for the CharacterCollider's SimulatingUser. | ||
== Examples == <!--T:4--> | == Examples == <!--T:4--> | ||
+ | Tutorial from ProbablePrime on the collider event nodes: | ||
+ | <youtube>https://www.youtube.com/watch?v=ewM-KzMD9LA</youtube> | ||
== Node Menu == <!--T:5--> | == Node Menu == <!--T:5--> | ||
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[[Category:LogiX{{#translation:}}|On Collision Start]] | [[Category:LogiX{{#translation:}}|On Collision Start]] | ||
[[Category:LogiX:Physics{{#translation:}}|On Collision Start]] | [[Category:LogiX:Physics{{#translation:}}|On Collision Start]] | ||
− | {{:NodeMenu-Physics | + | {{:NodeMenu-Physics}} |
Latest revision as of 03:50, 20 February 2022
On Collision Start | ||
---|---|---|
Inputs | ||
ICollider | Collider | |
Outputs | ||
Impulse | OnEvent | |
ICollider | Other |
The On Collision Start node fires an impulse from OnEvent
when the Other
collider starts colliding with the input Collider
.
Usage
The Other
output provides the collider which started 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: