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Collider

Overrides the collision shape the physics simulation uses for the connected object — the flow equivalent of the Inspector's Physics ▸ Collider pick, and it wins over it.

Output: effect (wire into an Object Selector)

Why override the shape

Physics doesn't collide your triangles; it collides a simple stand-in. A box is fast and forgiving, but a ball resting in a box-shaped bowl never rolls. Pick the shape that matches what the object should feel like.

Parameters

Parameter Default Meaning
shape box box, sphere, capsule, cylinder, cone, hull, custom, object
scale 1 multiplies the whole shape (0.25–4) — a slightly smaller collider stops objects looking "held apart"
sensor off makes the shape a trigger volume: nothing bounces off it, but overlaps fire On Enter / On Exit

Shapes in short: hull shrink-wraps the mesh in a convex skin (exact for ramps and gems, seals concave openings); custom uses the compound collider you authored in Edit collider…; object hulls the geometry of a different object — wire that object's Object Selector into the node's source input, e.g. give a detailed statue the collider of a simple crate.

Inputs

Handle Type Meaning
source object only for shape: object — the object whose geometry becomes this collider

Live edits

Changing a parameter rebuilds the collider mid-simulation — no restart, and joints and velocity survive. Tweak a bumper's shape while the ball is still rolling.

Practical example

A marble run where the ball actually rolls:

  1. Build a ramp (Add ▸ Wedge) and drop a sphere above it.
  2. In the sphere's flow: Collider (shape sphere) → Object Selector picking the sphere.
  3. Press P to simulate — the ball rolls instead of sliding like a crate.
  4. Turn on Show collider (Inspector ▸ Physics) to see the green wireframe that physics is really using.

Tip

Physics nodes are read when the simulation starts and re-applied live on edits — they don't tick per frame like animation nodes. Pair Collider with Mass, Bounciness and Friction.