Skip to content

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.