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:
- Build a ramp (Add ▸ Wedge) and drop a sphere above it.
- In the sphere's flow: Collider (shape sphere) → Object Selector picking the sphere.
- Press P to simulate — the ball rolls instead of sliding like a crate.
- 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.