Unlike Collision detector node, Physics query node needs to be executed to detect obejcts. When Physics query node is executed, it passes forward all physical objects within its reach. You can adjust the shape and volume of the detection space.
Parameter | Explanation |
---|---|
Attach to | Target object on which the Physics Query shape will be attached to. |
Execute | Executes the node. |
On Start | Does the node execute when game starts or when it's spawned to the world |
Enabled | Enable or disable the node. Disabled Nodes cannot be executed |
Local Offset | Makes the Physics Query offset to be calculated based on the attach object orientation |
Scale with Object | Applies object scale to offset values |
Shape | Shape of the Physics Query volume. Sphere, Box, Capsule or Cylinder |
Group Filter | Determines the Color Groups that Physics Query detects |
Size | Size Vector |
↳ X/Y/Z | Manually set X/Y/Z sizes for the shape |
Type | All or Nearest. If set to All, then it will output all objects within the area. Otherwise only nearest object will be output. |
Offset | Set or input a vector to determine the offset of the node target |
↳ X/Y/Z | Manual set the X, Y & Z offset for Physics Query shape location |
On Hit Object | Executes for each object within the volume. Outputs closes object first |
Did Hit | Executes if there are objects within the volume |
Didn't Hit | Executes if there are no objects within the volume |