public struct ColliderThe collision volume an entity has, and what it is made of.
No guide page documents this yet — the page shows what the code says about itself.
As a scene component
- Size
- 20 bytes — 512 rows in a 16 KB chunk, alone on the archetype
Remarks
The shape is a ShapeId into PhysicsWorld.Shapes rather than a reference, which is what keeps this a plain struct in a chunk column instead of a managed component behind a handle indirection — see ManagedComponentStore for why that matters, and ShapeId for why it is also the form a scene file and a network message want.
An entity with a Collider and no RigidBody gets a static body. That is the common case by a wide margin — a level is mostly collision geometry that never moves — and making it the one that needs no second component is what stops every piece of scenery from carrying a RigidBody { Motion = Static }.
Fields and properties (5)
public ShapeId ShapeThe volume.
public PhysicsLayer LayerWhich layer it is on, and so what it collides with.
public float FrictionFriction, roughly 0 (ice) to 1 (rubber).
public float RestitutionBounciness, 0 (clay) to 1 (perfectly elastic).
public bool IsSensorWhether it reports overlaps instead of resolving them.
Methods (2)
Used by (10)
- ArenaThirdPersonShooter
- CharacterAllocationTestsVixen.Physics.Tests
- CharacterSceneTestsVixen.Physics.Tests
- ComponentRegistrationVixen.Physics
- MachineVixen.Net.Physics.Tests
- PhysicsSceneVixen.Physics
- PhysicsSceneComponentTestsVixen.Physics.Tests
- PhysicsSceneTestsVixen.Physics.Tests
- PhysicsSyncSystemVixen.Physics
- Vixen_Physics_Ecs_ColliderSerializerVixen.Physics