On Collision
The On Collision event node start to trigger when a GameObject enter in collision with the GameObject containing the visual script with the On Collision event. From there, it will execute anything chained to its control flow ports depending of the execution context you want to use.
Note: To get the On Collision event work when working in a scene level, you absolutely need to setup your GameObjects like this: 1- The object with the visual script.
- Component: Convert To Entity.
- Component: Physics Shape or Any collider.
- Component: Scripting Graph Authoring (Script) with our visual Script containing the On Collision Event. 2- The GameObject that will Enter in collision with our object having the On Collision Event.:
- Component: Convert To Entity.
- Component: Physics Shape with the Raises Collision Events checked in the Advanced Section.
- Component: Physics Body or Rigidbody
Ports
Inputs
Port Name | Type | Default Value | Description |
---|---|---|---|
[Boolean] | True | If Enabled is set to true (Checked), the On Collision Event will be triggered every time a game object collide with it or stop to collide.Instance | |
[GameObject] | The GameObject you want to validate that is colliding with the GameObject containing this visual script. |
Outputs
Port Name | Type | Default Value | Description |
---|---|---|---|
Trigger | Execute next action when a GameObject enter in collision with the GameObject containing the visual script. | ||
Trigger | Execute next action when a GameObject stop to collide with the GameObject containing the visual script. | ||
Trigger | Execute every frame when a GameObject as entered in collision with the GameObject containing the visual script and is still colliding with it. | ||
[GameObject] | Return the GameObject Interacting with the collision. |