Hierarchy (view full)

Properties

convex: boolean = false

When true the collider won't have holes or entrances.
If you wan't this mesh collider to be able to contain other objects this should be set to false

filter: number[] = ...

The collider filter indicates what groups the collider can interact with (e.g. group 3 and 4)
An empty array indicates that the collider can interact with all groups
Note: Make sure to call updateProperties after having changed this property

isTrigger: boolean = false

Note: Make sure to call updatePhysicsMaterial after having changed this property

membership: number[] = ...

The collider membership indicates what groups the collider is part of (e.g. group 2 and 3)
An empty array indicates that the collider is part of all groups
Note: Make sure to call updateProperties after having changed this property

sharedMaterial?: PhysicsMaterial

The physics material determines how the collider interacts with other colliders (e.g. bouncyness)
Note: Make sure to call updatePhysicsMaterial after having changed this property

Accessors

  • get activeAndEnabled(): boolean
  • Returns boolean

  • get body(): any
  • Returns the underlying physics body from the physics engine (if any) - the component must be enabled and active in the scene

    Returns any

  • get context(): Context
  • Returns Context

  • set context(context): void
  • Parameters

    Returns void

  • get destroyed(): boolean
  • Returns boolean

  • get enabled(): boolean
  • Returns boolean

  • set enabled(val): void
  • Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3
  • Forward (0,0,-1) vector in world space

    Returns Vector3

  • get hideFlags(): HideFlags
  • Returns HideFlags

  • get isCollider(): any
  • Returns any

  • get isComponent(): boolean
  • Returns boolean

  • get layer(): number
  • Returns number

  • get name(): string
  • Returns string

  • set name(str): void
  • Parameters

    • str: string

    Returns void

  • get right(): Vector3
  • Right (1,0,0) vector in world space

    Returns Vector3

  • get scene(): Scene
  • Returns Scene

  • get static(): any
  • Returns any

  • get tag(): string
  • Returns string

  • set tag(str): void
  • Parameters

    • str: string

    Returns void

  • get up(): Vector3
  • Up (0,1,0) vector in world space

    Returns Vector3

  • get worldEuler(): Euler
  • Returns Euler

  • set worldEuler(val): void
  • Parameters

    • val: Euler

    Returns void

  • get worldPosition(): Vector3
  • Returns Vector3

  • set worldPosition(val): void
  • Parameters

    • val: Vector3

    Returns void

  • get worldQuaternion(): Quaternion
  • Returns Quaternion

  • set worldQuaternion(val): void
  • Parameters

    • val: Quaternion

    Returns void

  • get worldRotation(): Vector3
  • Returns Vector3

  • set worldRotation(val): void
  • Parameters

    • val: Vector3

    Returns void

Methods

  • Type Parameters

    Parameters

    • type: string
    • listener: ((evt) => any)
        • (evt): any
        • Parameters

          • evt: T

          Returns any

    Returns void

  • called once when the component becomes active for the first time

    Returns void

  • called every time when the component gets enabled (this is invoked after awake and before start)

    Returns void

  • Called for all scripts when the context gets paused or unpaused

    Parameters

    • isPaused: boolean
    • wasPaused: boolean

    Returns void

  • called when you decorate fields with the @validate() decorator

    Parameters

    • Optional prop: string

    Returns void

  • Type Parameters

    Parameters

    • type: string
    • listener: ((arg) => any)
        • (arg): any
        • Parameters

          • arg: T

          Returns any

    Returns void

  • called on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them)

    Parameters

    • guidsMap: GuidsMap

    Returns void

  • Parameters

    • x: number
    • y: number
    • z: number

    Returns void

  • Parameters

    • x: number
    • y: number
    • z: number
    • w: number

    Returns void

  • Parameters

    • x: number
    • y: number
    • z: number
    • degrees: boolean = true

    Returns void

  • Parameters

    • routine: Generator<unknown, any, unknown>
    • evt: FrameEvent = FrameEvent.Update

    Returns void

  • Requests an update of the physics material in the physics engine

    Returns void

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