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Amazon Sumerian
User Guide

Amazon Sumerian Collider Component

The collider component adds collision geometry to the entity. If used together with a rigid body component, you can create a dynamic, colliding entity. If the collider doesn't have any rigid body component, it becomes a static collision geometry in the physics world. We call this a static collider.

If the entity with a collider or any of its parents has a dynamic rigid body component, it will turn into a dynamic collider. If the entity with a collider or any of its parents has a kinematic rigid body component, it will turn into a kinematic collider.

The collider shapes are rendered with a green wireframe.

Properties

  • Shape – The shape of the collider.

    • Box

    • Sphere

    • Plane

    • Infinite plane

  • Trigger

    If the collider is not a trigger, it emits these events during collisions:

    • sumerian.physics.beginContact

    • sumerian.physics.duringContact

    • sumerian.physics.endContact

    If the collider is a trigger, it will not collide with other physics objects. However, it will emit events when a physics object enters it. Available events are:

    • sumerian.physics.triggerEnter

    • sumerian.physics.triggerStay

    • sumerian.physics.triggerLeave

  • Friction0 Means no friction. The final friction (and restitution) value used in a collision is computed using multiplication. For example, a sphere with friction=0.5 that collides with a plane with friction=0.5 will get a friction value of 0.25.

  • Restitution – How much the collider should bounce. 0 is no bounce and 1 is maximum bounce. If you set restitution to a number larger than one, it gains more and more energy for each bounce.

  • Half extents – The collider's half extents on the X, Y, and Z axises.