A contact system to detect world collision.
- A particle dies on collision with colliders, causing contacts to stop contacting each other, causing a boolean to enable.
2024-04-04.22-50-34-1.mp4
- Merge the Animator Controller
Collision Detection FX
to your own FX Controller, using the Avatars 3.0 Manager tool. - Drag & drop the
Collision Detection
prefab into the base of your Hierarchy. - Right click and unpack the prefab, then drag & drop it onto your avatar.
- Parent Constrain it to any object in your avatars hierarchy as needed.
- Note: You can move the object as well, but you'd have to repath the animations. One tool for this is hfcred's Animation Repathing tool
Note
When building for Quest, you will have to remove unsupported components and shaders
- After parent constraining/moving the object as needed, you can scale the object to obtain the desired range.
- Note: To change the collision requirements, you can change the Layers in the
collision
module, or disable thecollision
module and enable thetriggers
module to select specific trigger colliders.
- Note: To change the collision requirements, you can change the Layers in the
There are three important bools in your FX Controller:
CollisionDetection/IsColliding
: Whether or not the component is currently colliding with a collider.CollisionDetection/AlwaysReset
: Whether or not IsColliding should go to false immediately after stopping collision, or stay on until the Reset bool is enabled.CollisionDetection/Reset
: IfCollisionDetection/AlwaysReset
is false, this bool is used to reset the IsColliding state.
Contact Senders: 1
Contact Receivers: 1
FX Animator Layers: 1
Particle Systems: 1
Collision Detection
Collision Detection is available as-is under MIT. For more information see LICENSE.