PhysX Heightfield Collider Component

The PhysX Heightfield Collider component creates NVIDIA PhysX simulation collider geometry based on the shape definition supplied by an Axis-Aligned Box Shape component.

Note:
The PhysX Heightfield Collider component attached to an entity with an Axis-Aligned Box Shape component and a Terrain Physics Collider creates a static (non-moving) entity.

Provider

PhysX

Dependencies

Axis-Aligned Box Shape

PhysX Heightfield Collider properties

\[PhysX Heightfield Collider component interface.\]

PropertyDescriptionValuesDefault
Collision LayerThe collision layer that’s assigned to this collider. For more information, see Collision Layers .Collision layerDefault
Collides WithThe collision group containing the layers that this collider collides with. For more information, see Collision Groups .Collision groupAll
TriggerWhen enabled, this heightfield collider functions as a trigger. A trigger performs a quick overlap test and does not apply forces or return contact point information. Use this to speed up PhysX computations where a simple overlap between colliders is sufficient.BooleanDisabled
SimulatedWhen enabled, this heightfield collider will be part of the physics simulation.BooleanEnabled
In Scene QueriesWhen enabled, this heightfield collider can be queried for raycasts, shapecasts and overlap.BooleanEnabled
TagSet a tag for this heightfield collider. Tags can be used to quickly identify components in script or code.String
Rest offsetPhysX bodies come to rest separated by the sum of their rest offset values. The Rest offset value must be less than the Contact offset value.-Infinity to 50.00.0
Contact offsetPhysX bodies generate contacts when they are within the sum of their contact offset values. The Contact offset value must be greater than the Rest offset value.0.0 to 50.00.02
Draw colliderRender this heightfield collider in the viewport. Enabled by default.BooleanEnabled

Colliders as triggers

Triggers allow colliders to perform efficient overlap tests. Colliders marked as triggers won’t have forces applied when they intersect with another collider. This is useful for detecting when something enters a certain area or when two objects overlap. Use Lua or Script Canvas to detect overlap.

Note:
Because triggers don’t perform contact resolution, the contact points between a trigger and another collider aren’t available.

Copyright © 2022 Open 3D Engine Contributors

Documentation Distributed under CC BY 4.0.
For our trademark, privacy and antitrust policies, code of conduct, and terms of use, please click the applicable link below or see https://www.lfprojects.org.


The Linux Foundation has registered trademarks and uses trademarks. For a list of trademarks of The Linux Foundation, please see our Trademark Policy page.