Colliders
Use colliders to make empties and meshes collide with objects or detect when other colliders intersect with them.
Using colliders
Turning on colliders
Turning on colliders
-
Select any object, empty, or light in the Editor scene
-
Go to the Properties Panel
-
Find the “Colliders” section
-
Press the + button to add a collider to the scene
Viewing colliders in a scene
Viewing colliders in a scene
When colliders are turned, on a rainbow box outline will represent them in the scene. You can have multiple colliders in a scene or on a single object.
Collider types
In Bezi their are two types of colliders; trigger colliders and solid colliders. By default, colliders default to the trigger collider. Click the dotted circle icon to switch collider types.
Trigger colliders
Trigger colliders
Trigger colliders detect when another collider, trigger or solid, enters its space. These colliders can trigger actions in a scene.
Solid colliders
Solid colliders
Solid colliders enable objects to collide with other solid colliders. Solid colliders have mass, friction, and bounce. When physics are enabled you can change these parameters to change the effect of the collider.
Collider shapes
There are three collider shapes: box, sphere, and capsule. Changing these will effect the how colliders interact with the world.
Collider parameters
Colliders have editable parameters, such as: size, position, and rotation to scale. By default, all colliders are auto-fit to their parent object’s transform properties. Checking or unchecking the Auto size box will transform the objects size.
Below the Auto size box is padding. When Auto-side is checked, padding can be used to give consistent spacing as needed.