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PhysX Heightfield Collider Component
The PhysX Heightfield Collider component creates NVIDIA PhysX simulation collider geometry based on the shape definition supplied by an Axis-Aligned Box Shape component.
Note:The PhysX Heightfield Collider component attached to an entity with an Axis-Aligned Box Shape component and a Terrain Physics Collider creates a static (non-moving) entity.
|Collision Layer||The collision layer that’s assigned to this collider. For more information, see Collision Layers .||Collision layer|
|Collides With||The collision group containing the layers that this collider collides with. For more information, see Collision Groups .||Collision group|
|Tag||Set a tag for this heightfield collider. Tags can be used to quickly identify components in script or code.||String|
|Rest offset||PhysX bodies come to rest separated by the sum of their rest offset values. The Rest offset value must be less than the Contact offset value.||-Infinity to |
|Contact offset||PhysX bodies generate contacts when they are within the sum of their contact offset values. The Contact offset value must be greater than the Rest offset value.|
|Draw collider||Render this heightfield collider in the viewport. Enabled by default.||Boolean|
Triggers allow colliders to perform efficient overlap tests. Colliders marked as triggers won’t have forces applied when they intersect with another collider. This is useful for detecting when something enters a certain area or when two objects overlap. Use Lua or Script Canvas to detect overlap.
Note:Because triggers don’t perform contact resolution, the contact points between a trigger and another collider aren’t available.