public sealed struct Sandbox.Collision
Related Guides
Broader workflow and conceptual references connected to this API.
There are various interfaces that can be given to components for specific purposes.
The HammerMesh component is added automatically to game objects in Hammer that are tied to a mesh.
The scene system includes a programmable particle system, which can be controlled completely with components.
S&box includes a full 3D and 2D physics system powered by the Source 2 engine, with great performance and stability. Rigidbodies, colliders, joints, raycasting, and trigger volumes are all usable through Components on GameObjects.
As you play with developing in s&box, you will notice some things are weird, missing, or suck. We are aware.
Scenes can be traced against using Scene.Trace - which uses a builder pattern to make construction a bit easier. At a minimum, traces have a shape, start, and end. You can also filter which specific tags will be hit or ignored, or opt-in to using your project's collision rule matrix by calling WithCollisionRules(tag).
Constructors
Showing 1 constructors
public Collision(Sandbox.CollisionSource Self, Sandbox.CollisionSource Other, Sandbox.PhysicsContact Contact)
No results match this filter.
Methods
Showing 1 methods
public void Deconstruct(Sandbox.CollisionSource Self, Sandbox.CollisionSource Other, Sandbox.PhysicsContact Contact)
No results match this filter.
Properties
Showing 3 properties
public Sandbox.PhysicsContact Sandbox.Collision.Contact { get; set; }
public Sandbox.CollisionSource Sandbox.Collision.Other { get; set; }
public Sandbox.CollisionSource Sandbox.Collision.Self { get; set; }
No results match this filter.
Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.Collision |