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Collider

Overrides the collision shape (see Colliders) 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, trimesh, 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
group inherit the collision group: default, a – d, water; inherit keeps the Properties choice

Shapes in short: hull shrink-wraps the mesh in a convex skin (exact for ramps and gems, seals concave openings); trimesh uses the object's own triangles (exact mesh — static and kinematic bodies only); 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.