Difference between revisions of "On Collision Stay (LogiX node)"
(Created page with "<languages></languages> <translate> The '''On Collision Stay''' node. <!--[[File:|border|256px|right]]--> == Inputs & Outputs == {| class="wikitable" |+Inputs |- | Color | L...") |
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+ | {{Infobox Logix Node | ||
+ | | Name = On Collision Stay | ||
+ | | Image =[[File: OnCollisionStayNode.png | noframe | 128px | 'On Collision Stay' LogiX node ]] | ||
+ | | Input0Type = ICollider | Input0Name = Collider | ||
+ | | Output0Type = Impulse | Output0Name = OnEvent | ||
+ | | Output1Type = ICollider | Output1Name = Other | ||
+ | }} | ||
− | <!-- | + | <!--T:2--> |
+ | The '''On Collision Stay''' node fires an impulse from <code>OnEvent</code> every frame while the <code>Other</code> collider is colliding with the input <code>Collider</code>. | ||
− | == | + | == Usage == <!--T:3--> |
− | + | The <code>Other</code> output provides the collider which is colliding with the input <code>Collider</code>. This value is available for the duration of the impulse chain started from <code>OnEvent</code>. | |
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− | + | <!--T:6--> | |
+ | The <code>OnEvent</code> impulses from On Collision Stay start the frame after an impulse would be fired by [[On Collision Start (LogiX node)]], i.e. the frame after the <code>Collider</code> and <code>Other</code> start collding. | ||
− | + | <!--T:7--> | |
+ | 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. | ||
− | == Node Menu == | + | == 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--> | ||
</translate> | </translate> | ||
− | + | [[Category:LogiX{{#translation:}}|On Collision Stay]] | |
− | [[Category:LogiX|On Collision Stay]] | + | [[Category:LogiX:Physics{{#translation:}}|On Collision Stay]] |
− | [[Category:LogiX: Physics|On Collision Stay]] | ||
{{:NodeMenu-Physics}} | {{:NodeMenu-Physics}} |
Latest revision as of 03:50, 20 February 2022
On Collision Stay | ||
---|---|---|
Inputs | ||
ICollider | Collider | |
Outputs | ||
Impulse | OnEvent | |
ICollider | Other |
The On Collision Stay node fires an impulse from OnEvent
every frame while the Other
collider is colliding with the input Collider
.
Usage
The Other
output provides the collider which is colliding with the input Collider
. This value is available for the duration of the impulse chain started from OnEvent
.
The OnEvent
impulses from On Collision Stay start the frame after an impulse would be fired by On Collision Start (LogiX node), i.e. the frame after the Collider
and Other
start collding.
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: