CollisionsCheckRule
CollisionsCheckRule
Rule that validates placement based on collision detection. This rule checks for physics collisions at indicator positions and validates based on the PassOnCollision setting:
- false (default): Placement FAILS if collision detected (“must have clear space”)
- true: Placement FAILS if NO collision detected (“must overlap with existing objects”) Common use cases:
- false: Building placement (needs empty space)
- true: Attachment mechanics (must connect to existing structures) Ported from: godot/addons/grid_building/systems/placement/validators/placement_rules/template_rules/collisions_check_rule.gd
Project: GridPlacement v6.0
Layer: Godot
Source: Godot/_Legacy/Systems/Placement/Validators/CollisionsCheckRule.cs
Namespace: GridBuilding.Godot.Systems.Placement.Validators
Kind: class
Parsing Method: AST-based (Roslyn) - NOT regex
⚠️ IMPORTANT: This documentation was generated using AST parsing, not regex.
Properties
PassOnCollision
Controls collision validation behavior:
- false: Rule PASSES when no collision (placement requires clear space)
- true: Rule PASSES when collision detected (placement requires overlap)
CollisionMask
Physics layers to scan for collisions.
Messages
Modular message configuration resource.
Methods
Setup
Setup the rule with the provided TargetingState. Returns an array of issues found during setup.
Returns: Array<string>
Parameters:
TargetingState gts
ValidatePlacement
Validates placement by checking collisions on all provided indicators. Returns a RuleResult with success/failure and messages.
Returns: RuleResult
TearDown
Tears down the rule, cleaning up connections and state.
Returns: void