trigger constant

ColliderKind const trigger

Blocks nothing and reports overlap. Pickups, damage volumes, the button at the end of a corridor, the line that finishes the level.

The reason this belongs in the collision system rather than beside it: a second system with its own broadphase and its own idea of what overlaps what is a second system that can disagree with the first one, and the disagreements show up as a pickup you cannot collect while standing visibly inside it.

Implementation

static const ColliderKind trigger = ColliderKind._('trigger', blocks: false);