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Vaultcollision

Based on game build 714014 | Last updated: 2026-03-07

Overview​

vaultcollision.lua defines two prefabs—vaultcollision_lobby and vaultcollision_vault—that implement custom static collision shapes for specific regions in the Vault and Lobby areas. These prefabs use precomputed triangle meshes based on static layout coordinates to enforce impassable boundaries where standard grid-based collision generation would be insufficient (e.g., curved or non-axial walls). The prefabs are non-physics entities with zero mass that interact solely as character collision obstacles, and are intended for use in zones where precise boundary control is required.

Usage example​

-- Create a lobby collision mesh at world position (0,0,0)
local inst = TheWorld:SpawnPrefab("vaultcollision_lobby")
inst.Transform:SetPosition(0, 0, 0)

-- Similarly for vault collision
local vault = TheWorld:SpawnPrefab("vaultcollision_vault")
vault.Transform:SetPosition(50, 0, 0)

Dependencies & tags​

Components used: transform, network, physics Tags: Adds NOBLOCK, ignorewalkableplatforms, staysthroughvirtualrooms.
None of these tags are checked or removed during runtime.

Properties​

No public properties

Main functions​

Not applicable — this file defines prefab factory functions only.

Events & listeners​

Not applicable — this file does not define or use any events or listeners.