Collision Sensor: Material

  • Collision Sensor Menu
Collision Sensor: Material
  • Collision with a game object with the selected Material:
    • Not already touching a game object with the selected Material:
      • One positive pulse is sent to the connected controller(s)
    • Already touching a game object with the selected Material:
      • No pulse sent
  • Touching a game object with the selected Material:
    • Removing all game objects with the selected Material:
      • One negative pulse is sent to the connected controller(s)
Pulse:
  • Enabled:
    • Collision with a game object with the material:
      • Not touching any other game objects with the material:
        • One positive pulse is sent to the connected controller(s)
      • Already touching one or more game objects with the material:
        • One positive pulse is sent to the connected controller(s)
    • Removing (no longer touching) the game object with the material:
      • Not touching any other game objects with the material:
        • One negative pulse is sent to the connected controller(s)
      • Still touching one or more game objects with the material:
        • One positive pulse is sent to the connected controller(s)
  • Disabled:
    • Collision with a game object with the material:
      • Not touching any other game objects with the material:
        • One positive pulse is sent to the connected controller(s)
      • Already touching one or more game objects with the material:
        • No pulse is sent to the connected controller(s)
    • Removing (no longer touching) the game object with the material:
      • Not touching any other game objects with the material:
        • One negative pulse is sent to the connected controller(s)
      • Still touching one or more game objects with the material:
        • No pulse is sent to the connected controller(s)
M/P:
  • Toggle between using a Material or a Property for collision detection
Material:
  • Material that triggers the Collision Sensor
     
  • Leave blank to react to all materials
Note:
  • Collision must be enabled on the game object
    • Properties menu >> Physics tab >> Physics >> Physics Type >> Static or Dynamic or Rigid Body or Soft Body
Collision:
  • The type of Sensor
Name:
  • Sensor name
Pin:
  • Enabled: 
    • Always display the Sensor
  • Disabled: 
    • Only display when the State Mask group the Sensor is linked to is being displayed
Checkbox:
  • Enabled:
    • Sensor is turned on
  • Disabled:
    • Sensor is turned off
True Level Trigger:
  • Enabled:
    • Collision with a game object with the selected Material:
      • Not touching any game object with the selected Material:
        • Sends a positive pulse to the connected controller(s) with each logic tic
      • Already touching a game object with the selected Material:
        • Continues to send a positive pulse to the connected controller(s) with each logic tic
    • Game object with the selected Material touching is removed:
      • Not touching any other game object with the selected Material:
        • Sends one negative pulse to connected controller(s)
      • Touching another game object with the selected Material:
        • Continues to send a positive pulse to the connected controller(s) with each logic tic
    • Not touching any game object with the selected Material:
      • No pulse sent
  • Disabled:
    • Collision with a game object with the selected Material:
      • Not touching any game object with the selected Material:
        • Sends one positive pulse to the connected controller(s)
      • Already touching a game object with the selected Material:
        • No pulse sent
    • Game object with the selected Material touching is removed:
      • Not touching any other game object with the selected Material:
        • Sends one negative pulse to the connected controller(s)
      • Touching another game object with the selected Material:
        • No pulse sent
    • Not touching any game object with the selected Material:
      • No pulse sent
  • The default logic tic rate is 60 per second
False Level Trigger:
  • Enabled:
    • Collision with a game object with the selected Material:
      • Not touching any game object with the selected Material:
        • Sends one positive pulse to the connected controller(s)
      • Already touching a game object with the selected Material:
        • No pulse sent
    • Game object with the selected Material touching is removed:
      • Not touching any game object with the selected Material:
        • Sends one negative pulse to the connected controller(s) with each logic tic
      • Touching another game object with the selected Material:
        • No pulse sent
    • Not touching any game object with the selected Material
      • Sends one negative pulse to the connected controller(s) with each logic tic
  • Disabled:
    • Collision with a game object with the selected Material:
      • Not touching any game object with the selected Material:
        • Sends one positive pulse to the connected controller(s)
      • Already touching a game object with the selected Material:
        • No pulse sent
    • Game object with the selected Material touching is removed:
      • Not touching any game object with the selected Material:
        • Sends one negative pulse to connected controller(s)
      • Touching another game object with the selected Material:
        • No pulse sent
    • Not touching any game object with the selected Material
      • No pulse sent
  • The default logic tic rate is 60 per second
Skip:
  • Used with True Level Trigger and False Level Trigger
     
  • Skips the number of logic tics entered before sending the next pulse.
Level:
  • Enabled:
    • Switching from a State Mask group the sensor belongs to to a State Mask group it doesn't belong to:
      • Sensor is deactivated
    • Switching from a State Mask group the sensor doesn't belong to to a State Mask group it belongs to:
      • Sensor is activated. Uses last input before being deactivated
  • Disabled:
    • Switching from a State Mask group the sensor belongs to to a State Mask group it doesn't belong to:
      • Sensor is deactivated
    • Switching from a State Mask group the sensor doesn't belong to to a State Mask group it belongs to:
      • Sensor is activated. Waiting for input
Tap:
  • Enabled:
    • Collision with a game object with the selected Material:
      • Not touching any game object with the selected Material:
        • A positive pulse is immediately followed by a negative pulse (next frame)
      • Already touching a game object with the selected Material:
        • No pulse sent
    • Game object with the selected Material touching is removed:
      • Not touching any other game object with the selected Material:
        • No pulse sent
      • Touching another game object with the selected Material:
        • No pulse sent
  • Disabled:
    • Collision with a game object with the selected Material:
      • Not touching any game object with the selected Material:
        • A positive pulse is sent to the connected controller(s)
      • Already touching a game object with the selected Material:
        • No pulse sent
    • Game object with the selected Material touching is removed:
      • Not touching any other game object with the selected Material:
        • A negative pulse is sent to the connected controller(s)
      • Touching another game object with the selected Material:
        • No pulse sent
  • True Level Trigger enabled and Skip = 0: 
    • Never has a chance to send a negative pulse
Invert:
  • Inverts the output of the triggers
     
  • A positive trigger event sends a negative pulse
     
  • A negative trigger event sends a positive pulse
Note:
  • Sensors can be connected to more than one controller
     
  • Sensors connected to a controller(s) belong to the same State Mask group(s) as the controller(s)