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    Class CreateCollider

    Combine the input into a final object

    Inheritance
    object
    ActionBase
    ActionInOut<IList<GameObject>, IList<GameObject>>
    PixyzAction
    CreateCollider
    Inherited Members
    PixyzAction.API
    PixyzAction.Algo
    PixyzAction.Core
    PixyzAction.CAD
    PixyzAction.Geom
    PixyzAction.Material
    PixyzAction.Scene
    PixyzAction.Polygonal
    PixyzAction.View
    PixyzAction.Converter
    PixyzAction.SyncMaterials
    PixyzAction.HierarchyMode
    PixyzAction.m_GameObjectToOccurrences
    PixyzAction.m_EntityToObject
    PixyzAction.m_LocalRoots
    PixyzAction.m_OutputOccurrences
    PixyzAction.kStartProgress
    PixyzAction.Dispose()
    PixyzAction.CleanList(ref IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.InputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.OutputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.PreProcess(ref IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.Run(IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.PostProcess(ref IList<GameObject>)
    ActionBase.CreateInstance(Type)
    ActionBase.CreateInstance<T>()
    ActionBase.OnActionExecuted
    ActionBase.IsInRuleEngine
    ActionBase.IsInToolbox
    ActionBase.Color
    ActionBase.InputType
    ActionBase.OutputType
    ActionBase.Output
    ActionBase.HelpersMethods
    ActionBase.IsRunning
    ActionBase.GetInfo()
    ActionBase.Initialize()
    ActionBase.DisplayNameRuleEngine
    ActionBase.DisplayNameToolbox
    ActionBase.ActionNameToolbox
    ActionBase.ActionNameRuleEngine
    ActionBase.GroupNameToolbox
    ActionBase.GroupNameRuleEngine
    ActionBase.Invoke(object)
    ActionBase.ReportProgress(float, string)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEditor.PixyzPlugin4Unity.Actions
    Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
    Syntax
    public class CreateCollider : PixyzAction

    Fields

    Name Description
    boundingBoxType

    Define if the bouding box is define in local or global space

    gridResolution

    Specify the voxel grid resolution. A setting of 'x' divides the model into roughly x³ voxels. Increasing this value may result in longer processing times and more triangles in the output mesh.

    gridResolutionPreset

    Voxelization quality presets.

    maxDecompositionPerMesh

    Maximum number of decompositon to generate, per mesh.

    On a fork for instance: you would put 5: 4 for the spikes + 1 for the base.

    maxTrianglesPerMesh

    Maximum number of triangles per output convex collider mesh

    oneColliderPerObject

    Generate one collider per Renderer

    resolution

    Concavity resolution (the higher the more concave).

    strategy

    Define how the mesh of colliders will be generated

    Properties

    Name Description
    Icon

    Icon to be displayed in Toolbox and Rule Engine. If null, no icon will be displayed. To support light and dark themes: specify light theme path. Dark theme file name should be the same with a "d_" prefix. To support selected and unselected states: selected files names should be the same as main files but with a "s_" prefix.

    Id

    The id of the Acton implementation. This id should be unique and is readonly. The id is the actual reference if the Action is serialized (in a set of RuleEngine Rules for example).

    IsAsync

    Should the Action be fired in as a Task

    MenuPathRuleEngine

    The menu path for the RuleEngine.

    MenuPathToolbox

    The menu path for the Toolbox.

    MeshSyncType

    Returns how the meshes are synced back from Pixyz to Unity

    Priority

    The order to use when placing this Action in a list. If the value is -1, the display name will be used instead;

    Tooltip

    Returns the tooltip.

    Methods

    Name Description
    GetErrors()

    Virtual method for Error checks before execution.

    GetWarnings()

    Virtual method for Warning checks before execution.

    OnValueChanged()

    Virtual method for implementing operations when a value changed.

    PostProcess(ref IList<GameObject>)

    Use to modify the output after the 'Run' method is executed. Always executed on the main thread.

    PreProcess(ref IList<GameObject>)

    Use to validate/modify the input before the 'Run' method is executed. Always executed on the main thread.

    Run(IList<GameObject>)

    Abstract execution method. When creating a new Action, this method implementation will hold all the processing code. Executed on a background thread if IsAsync is true.

    Run(OccurrenceList)

    Runs in Pixyz context. To be overriden in the derived class.

    Validate(object)

    Called to validated/check the new input (new selection in the editor with toolbox action, or before running action in ruleset)

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