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13 docs tagged with "collision"

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Abysspillar

Manages the lifecycle, state transitions, collision behavior, and pathfinding integration for abyss pillars in the game world.

Boatphysics

Manages boat movement, physics, steering, sail/magnet forces, drag, and collision response for watercraft entities.

Boatring

Manages rotation behavior and bumper collision detection for a boat entity in the game world.

Fence Electric Field

Manages the visual, physical, and collision detection system for electric fence beams in DST, handling entity collision effects and network-synced beam parameters.

Hitbox

Defines a configurable hitbox representation using circles and triangles, supporting world-space transformations and collision tests against points, lines, circles, triangles, and other hitboxes.

Lavaarena Rhinobumpfx

Spawns a non-networked particle effect entity when a rhino-like entity collides, used only on the client for visual feedback.

Physics

Manages physics-based entity destruction, collision callbacks, and launch mechanics for entities in the world.

Raindomewatcher

Tracks whether an entity is inside a rain dome and notifies the entity upon entering or exiting.

Ruins Cavein Obstacle

Acts as a dynamic, physics-based obstacle in ruins caves that shrinks to allow character passage and falls when triggered, dealing damage or destroying nearby entities upon impact.

Tackler

Handles collision detection and interaction logic for entities that can tackle or trample other entities and work on workable targets.

Vaultcollision

Creates non-blocking, static collision mesh prefabs for the Vault and Lobby areas, preventing character movement through designated zones.

Wagpunk Arena Collision

Creates non-solid physics collision boundaries for the Wagpunk arena with client-side particle effects and entity ejection logic for intruders.

Watertree Root

Represents a destructible water obstacle tree that yields wood resources when chopped or collided with by boats.