Collision Event
Rigged Objects
This section describes the live-rig update and requires a build with Rigged Objects. A public release date has not been assigned. Existing sprite/object workflows remain supported.
A Rigged Object is one scene object. Its bones and Body Parts are internal animation controls, not independently selectable objects. Get Object and Get Objects By Tag return the character's object ID; they do not return a limb ID. Collision Event, Create Collision, and Ignore Collisions operate on the object's configured collision shape and object-to-object physics rules, not on separately generated bone hitboxes.
A visual change such as Crouch does not automatically resize the collider. Inspect and configure scene collision separately. To read a limb position, use Get Bone Transform. To carry a separate scenery/kinematic visual, use Attach Object to Bone. To swap a limb's own graphic, use Set Rig Attachment.
See Rigged Objects and Rig Behaviours for the object/rig distinction and supported controls.
Description
The Collision Event behavior will trigger an event when two objects starts colliding, stop colliding or trigger continuously while colliding. When used with tags, you can check if your object has collided with multiple objects. If you don't specify an Object B to check for a collision, then this behavior will trigger when Object A touches anything in your scene.
This behavior will Trigger an event once when a collision happens.
Collisions and Tags:
The Collided behavior is smart and will pass the tagged object to the next behavior that is using the same tag. This way you can trigger an action on a specific object with that tag instead of all tagged objects. For example, if you want to destroy a single enemy when using tags, make both the collided behavior and the destroy behavior use the same "enemy" tag.
If the tags for the two connected behaviors are not the same, then the action will happen to all objects in the scene with that tag.
Event Types
| Started Colliding | ||||||||||||||
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Triggers Once on Event
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| While Colliding | Stopped Colliding | ||||||||||
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Triggers Repeatedly on Event
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Triggers Once on Event
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Outputs
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X (Started Colliding, While Colliding) |
This is the specific location where the collision happened relative to Object B or Object A along the X axis. If |
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Y (Started Colliding, While Colliding) |
This is the specific location where the collision happened relative to Object B or Object A along the Y axis. If |
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Impulse (Started Colliding) |
This outputs the impulse of the force when Object A has collided with Object B. |
| Object A ID |
This outputs the Object ID of Object A. |
| Object B ID |
This outputs the Object ID of Object B |
Examples
If you want a characters score to go up when it collects a coin. To do this, you would add a Collision Event behavior to your character, set the event type to be Started Colliding and then set the coin to be Object B. If there are many coins in your scene, then it probably makes more sense to tag the coins, and use the tag instead of the specific Object B.

