Gets the rotation of the collision shape relative to the entity, in local space.
The angular offset.
Sets the rotation of the collision shape relative to the entity, in local space. Defaults to no rotation.
The angular offset.
Gets the local axis along which a capsule, cylinder or cone shape is aligned: 0 for X,
1 for Y and 2 for Z.
The axis.
Sets the local axis along which a capsule, cylinder or cone shape is aligned: 0 for X,
1 for Y and 2 for Z. Defaults to 1.
The axis.
The nearest ancestor <pc-app> element, or null if this element has no <pc-app>
ancestor. The search starts at the parent, so an element never resolves to itself.
The closest app element, or null.
The nearest ancestor element that fronts an entity — <pc-entity>, <pc-model> or
<pc-node> — or null if this element has no such ancestor. The search starts at the
parent, so an element never resolves to itself.
The closest entity-fronting element, or null.
Gets the underlying PlayCanvas collision component. null until the element is
ready — see ComponentElement.component.
The collision component, or null.
Gets whether a mesh shape is treated as a convex hull rather than a triangle mesh.
Whether the mesh is a convex hull.
Sets whether a mesh shape is treated as a convex hull rather than a triangle mesh. A
triangle mesh can only be used with a static rigid body; a convex hull can also move as a
dynamic or kinematic one. Defaults to false.
Whether the mesh is a convex hull.
Gets the enabled state of the component.
The enabled state of the component.
Sets the enabled state of the component.
The enabled state of the component.
Sets the half-extents of a box shape along its local X, Y and Z axes. Defaults to 0.5 in
each axis.
The half-extents.
Gets the total height of a capsule, cylinder or cone shape, measured tip to tip along
its axis.
The height.
Sets the total height of a capsule, cylinder or cone shape, measured tip to tip along
its axis. Defaults to 2.
The height.
Gets the radius of a sphere, capsule, cylinder or cone shape.
The radius.
Sets the radius of a sphere, capsule, cylinder or cone shape. Defaults to 0.5.
The radius.
Gets the shape of the collision volume.
The type.
Sets the shape of the collision volume. Can be box, sphere, capsule, cylinder,
cone, mesh or compound: a mesh shape takes its geometry from the host entity's
render asset, and a compound shape combines the shapes of descendant entities' collision
components into one rigid shape. Defaults to box.
The type.
Protected_Called when the element is fully initialized and ready. Subclasses should call this when
they're ready. Resolves the ready promise and dispatches a bubbling, composed ready
event. Signals at most once per readiness cycle: a repeat call before _resetReady
has re-armed the promise does nothing.
Protected_Returns the ready promise to its pending state. Subclasses should call this when the
resource their readiness announced is torn down (typically from disconnectedCallback),
so that a later re-initialization can signal readiness again. Does nothing while the
promise is still pending — an in-flight waiter carries over to the next readiness cycle
rather than being stranded on a promise nothing will ever resolve.
ProtectedgetReturns the data the component is created with. Overridden by subclasses to supply the initial values of their cached properties.
The initial component data.
ProtectedinitConfigures the newly added component. Overridden by subclasses whose setup goes beyond the initial data — child-element handling, asset resolution and the like.
Returns a promise that resolves with this element when it's ready. This is the low-level primitive underlying whenReady, which is the recommended way to wait for elements.
Readiness tracks the element's current lifecycle: once a ready element is torn down (for example by removing it from the document), this returns a fresh promise that resolves when the element is next ready. A promise obtained earlier stays resolved — call this again after re-inserting an element rather than reusing a promise from before its removal.
A promise that resolves with this element when it's ready.
The CollisionComponentElement interface provides properties and methods for manipulating
<pc-collision>elements. The CollisionComponentElement interface also inherits the properties and methods of the HTMLElement interface.For
type="mesh", the collision geometry defaults to the host entity's own render component (its render asset) — a collider matching the visible mesh, which is what a mesh collider on a glTF node means. The default resolves each time the component applies, so apc-nodethat retargets or rebinds picks up the new node's geometry. An entity with no asset-backed render component warns, and the collider has no shape.Engine component: CollisionComponent (
collision).