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Collider Components

OKO Web Client 2.29.1 - CSP 4.26.2 | Version 1.0.0 (117785) - CSP 4.18.0 - UE 5.1


This guide will assist you in adding a Collider Component to an Entity.

Instructions for OKO Web

Colliders are commonly associated with 3D models, so for this tutorial let’s begin with an Entity that has a Static Model Component with an Associated Asset. 

With the Entity selected, select “Collider” from the Components List.

You will see the Collider Component added to the Entity in the Properties Panel.

You’ll see the properties for this Component listed.

Transforms – the Transform allows you to define the position, rotation, and scale for the Collider relative to its parent Entity. In this example, we are defining a Collider for the Mesh, so we will adjust the Transforms of the Component so that the Collider is positioned and scaled to fit around it.

Mode – you can use the Bounding Box you just created as either a Collider (default) or a Trigger.

Collider – a Collider is used to generate a Bounding Box or Mesh, preventing users from moving through it.

Trigger – the Bounding Box can also serve as a Trigger. When a user enters the Bounding Box, an event is fired which the script can listen out for and then perform some action.

Shape – you can set the shape of your Collider to be either a box (default) or to be a specific mesh.

Box – the Collider will be a cube that can then be positioned, rotated, and scaled.

Mesh – you can define a custom mesh asset to use as the collider geometry. 

To visualize the Mesh Collider, open the additional options dropdown and check the collision indicator.

That’s it for Colliders on OKO Web. 

Instructions for the OKO Plugin

You can also add a Collider Component using the OKO Unreal Plugin. Under the “Add +” search for collision components.

Once you have added the collision component to your entity, you will see subcomponents to edit.

Collision Shape - select between box or mesh collision.

Mode – you can use the newly created bounding box as a Collider (default) or a Trigger.

Under the Mode dropdown, you’ll find the following options:

  • Collider – a Collider is used to generate a bounding box or Mesh, preventing users from moving through it.

  • Trigger – the bounding box can also serve as a Trigger. When a user enters the bounding box, an event is fired that a script can respond to.

Mesh Asset - Select the asset you want to get the mesh shape from.

Depending on the shape you have selected you will be able to see the bounding box of your collider. As shown below.

That’s it for colliders.

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