Collision System
The collision system allows you to create and modify collision boundaries in your scene. This guide will walk you through how to work with collisions effectively.
Entering Collision Edit Mode
- Click the "Collisions" button in the toolbar
- The scene will enter collision edit mode
- All existing colliders will be highlighted in red
Creating New Collision Meshes
- Select the desired collision type from the dropdown:
- Sphere (⭕)
- Cube (■)
- Plane (□)
- Floor (▤)
- Click "Add Mesh" to create the selected collision type
- The new collision mesh will appear in your scene with its corresponding icon
Collision Mesh Types
- Sphere: Represented by a circle icon (⭕)
- Best for round objects
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Appears as "Collision Mesh X" with circle icon
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Cube: Represented by a filled square icon (■)
- Ideal for box-shaped objects
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Appears as "Collision Mesh X" with filled square icon
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Plane: Represented by an outline square icon (□)
- Used for flat surfaces
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Appears as "Collision Mesh X" with square outline icon
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Floor: Represented by a grid icon (▤)
- Defines walkable surfaces for Walk Mode
- Defines teleportable surfaces for VR Mode
- At least one floor mesh is required
Performance Considerations
- You can add as many collision meshes as needed
- Each additional collision mesh impacts performance
- Optimize by using the minimum number of colliders necessary
Working with Colliders
Once placed, you can: - Select any collider to modify it - Move, rotate, and scale as needed - Delete unnecessary collision meshes
Exiting Collision Edit Mode
Click the "Collisions" button again or press ESC to exit collision edit mode.