The Collision tab helps an object detect potential collisions with other objects. See Task Executer Concepts - Collision Detection for more information about how collision detection works.
The first two properties on the Collision tab are as follows:
Check this box to turn on collision detection. time between its collision members' collision checks.
The simulation time that passes between this object's collision checks. This does not specify the time between its collision members' collision checks.
The Collision Spheres groups contains the following properties:
This table is used to define one or more collision spheres on the object.
Check this box if you want the collision spheres visible around the CollisionObject.
Select this button to add a new sphere to the object. Define the size and position of the sphere in the table.
Select this button to delete the last sphere in the table.
This button allows you to optimize for collision checking speed by configuring the Task Executer to exclude certain axes when checking its spheres for collisions. This let's you cover more checking area with less spheres. Pressing the button opens the window below. Uncheck the X, Y, and/or Z Dimensions to exclude certain axes in the check. The result for your configuration is drawn in the view. A transparent cylinder or plane covers areas that will cause a collision given the configuration you've chosen. You can also enter an offset rotation, like 45 degrees, if you want to check for collisions on an axis that is not parallel with the normal axis. Note that the X, Y, and Z dimensions are according to the global coordinate system, and not according to the individual object's coordinate system.
The Collision Members group contains a list of model objects that can be added to the Task Executer's collision members on the left. On the right is the list of collision members for the object.
To add a member from the model list to the Task Executer's member list, select the object you want by clicking on it and then click on the button.
To remove an object from the member list, select the one you want and click on the button.
The Handle Collision picklist allows the user to define what happens when a collision takes place.