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White Box Collider Component
You can enable collision on white box meshes in Open 3D Engine (O3DE) by adding the White Box Collider component to an entity that has a White Box component mesh. The White Box Collider component supports collision layers and physics materials. It can be used with static and kinematic white box meshes. The White Box Collider component uses the white box mesh as the collision surface. Unlike the PhysX Primitive Collider or PhysX Mesh Collider components, there is no need to specify a collision shape or provide a PhysX mesh asset.
In the image above, the White Box Collider component is added to an entity with a static White Box component. You can test for changes in collision immediately after editing the white box mesh.
Provider
Dependencies
White Box Collider properties
Property | Description | Values | Default |
---|---|---|---|
Collision Layer | The collision layer that’s assigned to the collider. For more information, see Collision Layers. | Default | |
Collides With | The collision group containing the layers that this collider collides with. For more information, see Collision Groups. | All | |
Physics Materials | Choose a physics material for this white box collider. | A .physxmaterial asset assigned. | (default) |
Tag | Set a tag for this collider. Tags can be used to quickly identify components in script or code. | Crc32 | None |
Rest offset | Bodies will come to rest separated by the sum of their Rest offset values. Must be less than Contact offset. | -Infinity to 50.0 | 0.0 |
Contact offset | Bodies will begin to generate contacts when within the sum of their Contact offset values. Must be greater than Rest offset | 0.0 - 50.0 | 0.02 |
Body Type | Select Static for non-moving entities. Select Kinematic for animated entities. The White Box collider must be set to Static to interact with the PhysX Character Controller. | Static, Kinematic | Static |