Colliders
Last updated
Last updated
Colliders are structures that prevent viewers from walking through a space.
There are three types of colliders - Scene Bounds, Collider Volume, Collider Mesh
For colliders to work, ensure that "Enable Collisions" is enabled in Scene Properties
Scene Bound is the boundary of your scene. Every place that you want the viewer to visit should be within the Scene Bounds.
In the editor, scene bounds are visible as a grid and can be toggled from the Viewport Properties. Scene bounds are only visible in the editor - you can't see them in the deployed link.
To modify the Scene bounds of your scene, go to the 'Structure' option and select 'Scene'. Then, you can adjust the X, Y, and Z axis ranges to make the necessary changes.
If you want to remove Scene Bounds - set its size to 0
Here's an example experience for Scene Bound. The scene bounds prevent you from going near the windows.
A Collider Volume is an invisible box/sphere/cone/volume that objects will rest on top of. Without colliders, viewers will fall through floors and go through walls and benches. The position, shape and dimensions of this volume can be adjusted from the properties panel.
In view, the collider box elements are represented as invisible cubes with which the players will collide and not walk through.
Enhance your experience by incorporating a 3D object that has collision capabilities. You can either upload your own customized 3D model or choose one from our pre-installed libraries.
Here's an example of how a collider works on an experience: