Colliders Nodes
Box Collider
Adds a box-shaped physics collider to the graph. Wire Center, Extents, and Rotation; place after any Geometry Transform (a transform after the collider moves the mesh but not the collider).
Inputs
- Center X (Float)
- Center Y (Float)
- Center Z (Float)
- Extent X (Float)
- Extent Y (Float)
- Extent Z (Float)
- Physics Material (Float)
- Rotation X (Float)
- Rotation Y (Float)
- Rotation Z (Float)
Options
- isTrigger: When enabled this collider acts as a physics trigger; overlap events fire but no collision response occurs.
- group: Optional name that places this collider in a named child GameObject under _Colliders. Colliders sharing the same group name are co-parented. Leave blank for automatic naming.
Capsule Collider
Adds a capsule-shaped physics collider to the graph. Wire Center, Height, Radius, Rotation, and choose the long Axis; place after any Geometry Transform (a transform after the collider moves the mesh but not the collider).
Inputs
- Center X (Float)
- Center Y (Float)
- Center Z (Float)
- Height (Float)
- Radius (Float)
- Physics Material (Float)
- Rotation X (Float)
- Rotation Y (Float)
- Rotation Z (Float)
Options
- axis: Local axis along which the capsule height extends. X, Y (default), or Z.
- isTrigger: When enabled this collider acts as a physics trigger; overlap events fire but no collision response occurs.
- group: Optional name that places this collider in a named child GameObject under _Colliders. Colliders sharing the same group name are co-parented. Leave blank for automatic naming.
Fit Box Collider
Fits a box collider to the AABB of the input geometry. Wire a geometry; place after any Geometry Transform (a transform after the collider moves the mesh but not the collider). A Collider Output node switches collider generation on.
Inputs
- Geometry (Geometry)
- Physics Material (Float)
Options
- group: Optional name that places this collider in a named child GameObject under _Colliders. Colliders sharing the same group name are co-parented. Leave blank for automatic naming.
Fit Capsule Collider
Fits a capsule collider to the input geometry using PCA (Auto) or a fixed world axis. Emits a warning when the height is clamped to satisfy PhysX’s height ≥ 2r rule.
Inputs
- Geometry (Geometry)
- Physics Material (Float)
Options
- axis: Auto: dominant PCA eigenvector (area-weighted covariance). X / Y / Z: forces that world axis as the capsule height direction.
- group: Optional name that places this collider in a named child GameObject under _Colliders. Leave blank for automatic naming.
Fit Convex Parts
Decomposes the input geometry into connected pieces or submeshes and emits up to 64 ConvexHull collider descriptors, one per part.
Inputs
- Geometry (Geometry)
- Physics Material (Float)
Options
- mode: Per Connected Piece: union-find on triangle adjacency; one convex hull per connected component. Per Submesh: one hull per submesh index range.
- group: Optional name that places all emitted hulls in a named child GameObject under _Colliders. Leave blank for automatic naming.
Fit OBB Collider
Fits an oriented bounding box collider using area-weighted PCA on the input geometry. Tighter than Fit Box, more predictable than Convex Hull.
Inputs
- Geometry (Geometry)
- Physics Material (Float)
Options
- fitQuality: Fast: one PCA pass, O(T+V). Tight: adds four hill-climbing rounds to shrink the OBB volume; slower but closer to the true minimum OBB.
- group: Optional name that places this collider in a named child GameObject under _Colliders. Leave blank for automatic naming.
Fit Sphere Collider
Fits a sphere collider to the input geometry using Ritter’s bounding sphere algorithm. Wire a geometry; place after any Geometry Transform (a transform after the collider moves the mesh but not the collider). A Collider Output node switches collider generation on.
Inputs
- Geometry (Geometry)
- Physics Material (Float)
Options
- group: Optional name that places this collider in a named child GameObject under _Colliders. Colliders sharing the same group name are co-parented. Leave blank for automatic naming.
Mesh Collider
Generates a mesh physics collider from the wired Geometry input. Mesh mode: exact triangle mesh (static geometry only). Convex Hull mode: convex approximation usable with dynamic Rigidbodies. Leave Geometry unwired to act as an endpoint node.
Inputs
- Geometry (Geometry)
- Physics Material (Float)
Options
- colliderMode: Mesh: preserves exact geometry; static geometry only (PhysX forbids non-convex mesh colliders on a moving Rigidbody). Convex Hull: approximates for dynamic Rigidbodies.
- isTrigger: Enables trigger mode (no physics response). Note: PhysX does not support concave MeshCollider triggers; use Convex Hull mode when isTrigger is enabled.
Sphere Collider
Adds a sphere-shaped physics collider to the graph. Wire Center and Radius; place after any Geometry Transform (a transform after the collider moves the mesh but not the collider). A Collider Output node switches collider generation on.
Inputs
- Center X (Float)
- Center Y (Float)
- Center Z (Float)
- Radius (Float)
- Physics Material (Float)
Options
- isTrigger: When enabled this collider acts as a physics trigger; overlap events fire but no collision response occurs.
- group: Optional name that places this collider in a named child GameObject under _Colliders. Colliders sharing the same group name are co-parented. Leave blank for automatic naming.