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EdgeCollider

EdgeCollider

The EdgeCollider component defines a collision shape made up of connected line segments.
It can be used for both collision detection and physical interactions.
The shape is determined by a series of vertices that create edges between them.
It allows applying offset and rotation, and specifying collision layers.
Unlike other colliders, the EdgeCollider allows defining concave collision areas.

Properties

Property Type Description
vertexModel Vector2[] Collection of vertices defining the points to be connected by line segments (edges).
offset Vector2 Offset from the entity’s Transform origin.
rotation number Rotation of the segments in radians.
layer string Collision layer. Defines which other layers it can interact with.
physics boolean If true, the collider will participate in physics simulations (requires the entity to have a RigidBody).
ignoreCollisionsWithLayers string[] List of layers this collider should ignore.
shapes Shape[] Internal use. Geometric shapes used by the collision detection system.

Minimal example

const edgeCollider = new EdgeCollider({
    vertexModel: [new Vector2(0, 16), new Vector2(16, 16)],
    layer: "ground",
});

Full example

const edgeCollider = new EdgeCollider({
    vertexModel: [new Vector2(0, 16), new Vector2(16, 16)],
    rotation: 0,
    offset: new Vector2(0, 0),
    layer: "ground",
    physics: true,
    ignoreCollisionsWithLayers: ["ghost"],
});

Example of querying collisions using CollisionRepository

// Get all collisions for the player
const collisions = collisionRepository.findCollisionsForCollider(edgeCollider);

// Filter collisions with enemies only
const enemyCollisions = collisionRepository.findCollisionsForColliderAndLayer(edgeCollider, "enemy");

for (const collision of enemyCollisions) {
    console.log(`Collided with entity ID: ${collision.remoteEntity}`);
    console.log(`Collision direction: ${collision.resolution.direction}`);
    console.log(`Penetration depth: ${collision.resolution.penetration}`);
}

Notes

  • If physics is false, the collider will only be used for collision detection and will not move the entity upon penetration.
  • The physics property only has an effect if the entity also has a RigidBody.
  • The ignoreCollisionsWithLayers property allows dynamically excluding entire collision layers without modifying the physics system logic.
  • This collider type is ideal for defining floors, platforms, walls, or map boundaries using line segments instead of solid areas.
  • Allows defining concave collision areas, unlike the PolygonCollider which only supports convex polygons.