class Collider

in global :: Sandbox

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public bool IsDynamic { get; }

Return true if this collider is using dynamic physics. Returns false if this is a keyframe body, or a static physics body.

public Rigidbody Rigidbody { get; }

If this collider is part of a Rigidbody then this will return the component that it's attached to. If this is null it's usually a good indication that this collider is either static, world geometry, or a keyframe.

public Nullable<float> Friction { get; set; }

Allows overriding the friction for this collider. This value can exceed 1 to to give crazy grippy friction if you want it to, but the normal value is between 0 and 1.

public Vector3 SurfaceVelocity { get; set; }

Set the local velocity of the surface so things can slide along it, like a conveyor belt

public BBox LocalBounds { get; }

Calculated local bounds of all physics shapes in this collider.

public Action<Collider> OnTriggerEnter { get; set; }

Called when a collider enters this trigger

public Action<Collider> OnTriggerExit { get; set; }

Called when a collider exits this trigger

public Action<GameObject> OnObjectTriggerEnter { get; set; }

Called when a gameobject enters this trigger

public Action<GameObject> OnObjectTriggerExit { get; set; }

Called when a gameobject exits this trigger

public IEnumerable<Collider> Touching { get; }

If we're a trigger, this will list all of the colliders that are touching us. If we're not a trigger, this will list all of the triggers that we are touching.

public Vector3 GetVelocityAtPoint( Vector3 worldPoint )

Get the velocity of this collider at the specific point in word coordinates.

public Vector3 FindClosestPoint( Vector3 worldPoint )

Returns the closest point to the given one between all convex shapes of this body.

public Vector3 LocalPosition { get; set; }

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public Transform LocalTransform { get; set; }

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public Guid Id { get; }

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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )

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public Vector3 LocalScale { get; set; }

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public Rotation LocalRotation { get; set; }

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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponents( bool includeDisabled = False )

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public T GetComponent( bool includeDisabled = False )

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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )

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public T AddComponent( bool startEnabled = True )

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public Transform WorldTransform { get; set; }

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public bool IsProxy { get; }

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public JsonNode Serialize( GameObject.SerializeOptions options = null )

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public void Deserialize( JsonObject node )

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public void DeserializeImmediately( JsonObject node )

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public int ComponentVersion { get; }

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public T GetOrAddComponent( bool startEnabled = True )

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public Vector3 WorldPosition { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldScale { get; set; }

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public Type GetType( )

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public string ToString( )

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public GameObject.NetworkAccessor Network { get; }

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public int GetHashCode( )

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public void DestroyGameObject( )

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public PhysicsBody KeyframeBody { get; }

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public bool Static { get; set; }

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public bool IsConcave { get; }

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public Surface Surface { get; set; }

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public bool IsTrigger { get; set; }

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public void OnPhysicsChanged( )

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public Scene Scene { get; }

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public GameTransform Transform { get; }

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public GameObject GameObject { get; }

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public ComponentList Components { get; }

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public bool Enabled { get; set; }

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public bool Active { get; }

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public ComponentFlags Flags { get; set; }

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public bool IsValid { get; }

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public Action OnComponentStart { get; set; }

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public Action OnComponentUpdate { get; set; }

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public Action OnComponentFixedUpdate { get; set; }

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public Action OnComponentDisabled { get; set; }

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public Action OnComponentDestroy { get; set; }

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public void Destroy( )

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public bool Equals( object obj )

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public void Reset( )

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public void EditLog( string name, object source )

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public ITagSet Tags { get; }

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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )

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public Action OnComponentEnabled { get; set; }

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public DebugOverlaySystem DebugOverlay { get; }

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