Collision Primitives

Reference

Panel:

Properties ‣ Mesh Properties ‣ HEIO Mesh Properties ‣ Collision Primitives

Alongside mesh shapes, .btmesh files also store “collision primitives”, a set of simple, non-polygonal shapes that can be used when performance is key, or when polygonal collision is overkill.

The easiest way to edit a collision primitives position, rotation and scale is via the Collision primitive edit tools.

Collision primitive properties

Shape type

The type of primitive shape. There are 4 different shapes:

  • Sphere

  • Box

  • Cylinder

  • Capsule

Position

Position of the primitive in object space

Rotation

Rotation of the primitive in object space

Dimensions

Dimensions of the primitive in object space.

Utilized different depending on the shape type used.

Collision Layer

The collision layer to use for the primitive.

See Collision Layer for more info.

Collision Type

The collision type to use for the primitive.

See Collision Types for more info.

Collision Flags

A list of collision flags to use on the primitive.

See Collision Flags for more info.