input-hit-area.html 11 KB

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  112. <section id="hit-area">
  113. <h1>Hit Area<a class="headerlink" href="#hit-area" title="Link to this heading"></a></h1>
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  116. <li class="toctree-l1"><a class="reference internal" href="input-hit-area-rectangle.html">Rectangle Hit Area</a></li>
  117. <li class="toctree-l1"><a class="reference internal" href="input-hit-area-ellipse.html">Ellipse Hit Area</a></li>
  118. <li class="toctree-l1"><a class="reference internal" href="input-hit-area-circle.html">Circle Hit Area</a></li>
  119. <li class="toctree-l1"><a class="reference internal" href="input-hit-area-polygon.html">Polygon Hit Area</a></li>
  120. <li class="toctree-l1"><a class="reference internal" href="input-hit-area-pixel-perfect.html">Pixel Perfect Hit Area</a></li>
  121. </ul>
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  123. <p>Making interactive objects is part of almost every game. You can enable an interactive hit area for an object right in the <a class="reference external" href="../workbench/inspector-view.html">Inspector view</a>. You can select in the <strong>Hit Area</strong> section the shape for the interactive area of an object. By default, the shape is <code class="docutils literal notranslate"><span class="pre">NONE</span></code>, which means the object doesn’t have a hit are at all.</p>
  124. <p>The available hit area shapes are:</p>
  125. <ul class="simple">
  126. <li><p>Rectangle</p></li>
  127. <li><p>Ellipse</p></li>
  128. <li><p>Circle</p></li>
  129. <li><p>Polygon</p></li>
  130. <li><p>Pixel Perfect</p></li>
  131. </ul>
  132. <img alt="The hit area shapes" src="../_images/scene-editor-input-hit-area-options-20230517.webp" />
  133. <p>Each shape has a dedicated section for the shape’s properties. In addition of the section, you can activate the <strong>Edit Hit Area</strong> tool (<code class="docutils literal notranslate"><span class="pre">I</span></code>) and change the properties of the area by dragging handlers in the scene.</p>
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