BoxCollider
Description
The BoxCollider class implements a box-shaped collision volume for physics interactions. It can be used for detecting collisions with other objects or as a physical boundary for physics simulations.
Namespace
Universe.Core
Properties
| Property | Type | Description |
|---|---|---|
| trigger | bool | When true, the collider acts as a trigger that detects overlaps but doesn’t create physical collisions |
| center | vector3 | The local center position offset of the box collider |
| size | vector3 | The dimensions of the box in local space (default: [1, 1, 1]) |
| attitude | Attitude | The physical material properties of the collider (affects bounce, friction, etc.) |
Methods
OnInit
void OnInit()
Called when the script initializes. Registers the box collider with the physics system.
Example Usage
// Create a basic box collider
BoxCollider wallCollider = new BoxCollider();
wallCollider.size = [10, 3, 0.5]; // A wall 10 units wide, 3 units tall, and 0.5 units thick
wallCollider.trigger = false; // Solid physical collider
wallCollider.attitude = Attitude.Natural; // Normal physical properties
// Create a trigger area
BoxCollider triggerZone = new BoxCollider();
triggerZone.size = [5, 3, 5]; // 5x5 area with 3 units height
triggerZone.trigger = true; // Trigger that detects overlaps
Notes
- Box colliders need to be attached to an object with a position and rotation
- For proper collision detection, at least one of the colliding objects should have a
Physicscomponent - When
triggeris true, collisions will generate trigger events but won’t cause physical reactions - Box colliders are efficient and should be preferred over more complex collision shapes when appropriate
Dependencies
- Uses
ColliderUtil.AddBoxCollider()to register with the physics system - Works with
Physics.csfor physical interactions