Difference between revisions of "On Collision Stay (LogiX node)/ja"
(Created page with "On Collision Stay (LogiXノード)") |
(Created page with "'''On Collision Stay'''ノードは、<code>Other</code> コライダーが入力 <code>Collider</code> と衝突している間、毎フレーム <code>OnEvent</code> から...") |
||
Line 8: | Line 8: | ||
}} | }} | ||
− | + | '''On Collision Stay'''ノードは、<code>Other</code> コライダーが入力 <code>Collider</code> と衝突している間、毎フレーム <code>OnEvent</code> からインパルスを発生させます。 | |
== Usage == | == Usage == |
Revision as of 05:28, 15 February 2022
On Collision Stay | ||
---|---|---|
Inputs | ||
ICollider | Collider | |
Outputs | ||
Impulse | OnEvent | |
ICollider | Other |
On Collision Stayノードは、Other
コライダーが入力 Collider
と衝突している間、毎フレーム OnEvent
からインパルスを発生させます。
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: