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As mentioned in the previous section, a newly created IO won’t have any physics collider. So if you want your interactive object to behave realistically to gravity, you will have to add manually a collider with the shape you want (make sure ‘Is Trigger’ is not checked).
If before converting your object you already added a collider, it will be kept. Usually the collider is added to the visuals section.
Inside each IO, there is a specific list of colliders that define different zones of interaction. An overview can be seen in the section Structure of an IO. Provided colliders are standard Box Colliders from Unity, with an additional custom SpatialStories script. If you wish to use a different shape, just make sure the settings are the same and our script component is attached. Here are the details for each one of the colliders, depending on the platform:[tabby title=”Colliders for VR”]
The Proximity collider is the zone around an IO that detects collision with other IOs (including the user’s head and hands).
It’s up to the user to define its shape and size. By default, we provide a simple box collider but you can replace it with any collider type as long as ‘Is Trigger’ is checked. A proximity collider usually has an offset scale from the object so that collisions are detected when the user approaches the object or when two objects are close to each other.
The Gaze collider is the zone around an IO that detects if the Camera is pointing at it. It specifically detects if the camera forward direction ray is colliding with it. This collider also works better with an offset scale from the object, due to the fact that the user’s field of view allows him to already see objects even if the camera ray is not exactly pointing at the mesh (object).
Just as the camera casts a ray, the user’s hands also know when they are pointing at objects. This zone defines where the IO will react to hovering with the hands ray but also when the user will “touch” (see Touch condition) the object or Grab it.
This collider defines the zone around an IO where the manipulation will happen. When using the Grab, this is the zone that will be used to detect collision with the hands. It represents the shape around the object from where the object is taken so it can usually be changed by a mesh collider to better simulate the manipulation.
Like in VR, the Proximity collider is the zone around an IO that detects collision with other IOs (including the camera).
The Gaze collider is the zone around an IO that detects if the camera is pointing at it.
Note: For simplification, the Gaze collider is also used, in AR only, for detecting if the user is touching the object (meaning that when the user touches his device’s screen, he is aiming at the IO).