diff --git a/docs/en/manuals/physics-messages.md b/docs/en/manuals/physics-messages.md index e98ffe13..5b7cbcc2 100644 --- a/docs/en/manuals/physics-messages.md +++ b/docs/en/manuals/physics-messages.md @@ -20,6 +20,9 @@ The `"collision_response"` message is sent for all collision objects. It has the `other_group` : the collision group of the other collision object (`hash`) +`own_group` +: the collision group of the collision object (`hash`) + The collision_response message is only adequate to resolve collisions where you don't need any details on the actual intersection of the objects, for example if you want to detect if a bullet hits an enemy. There is only one of these messages sent for any colliding pair of objects each frame. ```Lua @@ -66,9 +69,12 @@ The `"contact_point_response"` message is sent when one of the colliding objects `other_position` : the world position of the other collision object (`vector3`). -`group` +`other_group` : the collision group of the other collision object (`hash`). +`own_group` +: the collision group of the collision object (`hash`). + For a game or application where you need to separate objects perfectly, the `"contact_point_response"` message gives you all information you need. However, note that for any given collision pair, several `"contact_point_response"` messages can be received each frame, depending on the nature of the collision. See [Resolving collisions for more information](/manuals/physics-resolving-collisions). ```Lua @@ -96,6 +102,12 @@ In a trigger collision `"collision_response"` messages are sent. In addition, tr `enter` : `true` if the interaction was an entry into the trigger, `false` if it was an exit. (`boolean`). +`other_group` +: the collision group of the other collision object (`hash`). + +`own_group` +: the collision group of the collision object (`hash`). + ```Lua function on_message(self, message_id, message, sender) -- check for the message