Collision Proxy
Declares the simple shape a game should collide with.
collision, hitbox, physics, playable, collider, bounds, solid- Category
- Modifiers
- Outputs
- mesh
- Runs live in
- no target yet
Detailed geometry makes terrible collision. Wire a hull of the visible branch in here, or a hand-placed box, and the asset becomes drop-in playable rather than only drop-in visible.
On Roblox it ships as the only collision the model has, since the visible parts do not collide there. A Godot kit builds a body and collider from it at setup.
Each proxy is one convex piece, so a concave shape needs several. It is invisible on purpose, so park a Viewer beside it while you tune it and remove that afterwards.
Inputs
| Socket | Type | Wiring |
|---|---|---|
| mesh | geometry |
Parameters
| Name | Type | Default | Available when | What it does |
|---|
Built with this node
Nothing in the manual is built around this node yet.
See also
- convexHullThe usual way to make the proxy from the visible geometry.
- viewerTo see it while tuning, since it renders nothing itself.