From f37d69db99c92bf886ce75a3ca7983c81dc63f14 Mon Sep 17 00:00:00 2001 From: meleki Date: Thu, 24 Sep 2026 12:05:34 +0200 Subject: [PATCH] Say a collider's area is tinted only while it is selected --- Concepts.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Concepts.md b/Concepts.md index 2ec6feb..eea2769 100644 --- a/Concepts.md +++ b/Concepts.md @@ -17,7 +17,7 @@ | **Variables asset** | Declarations and nothing else — no graph, no position, never placed. A `Variables` node naming it reads and writes **one value per key for the whole run**, however many graphs point at it. The values start at the declared ones on every Play and are never written back, so playing cannot change the project; while a run is on the asset's inspector shows them live and an edit there reaches the run at once. Two such assets may declare the same name without meeting. A **Persistent** one keeps its values past the end of the run, in this browser: the next Play starts where the last one ended — the savegame. See [Behaviors](Behaviors). | | **Run in editor** | A switch only behaviors have (default off). With it on the behavior keeps running while the project is **not** playing — and unlike Play it then edits the *saved* model: what it moves or writes is a real change, autosaved and not on the undo stack. See *Running without Play*. | | **Run while paused** | The other switch only behaviors have (default off). While a graph has paused the game (`Pause game`), only behaviors with it on are ticked — the pause menu, which is also the only thing that can resume. See *The game pauses itself*. | -| **Collider** | A shape (box or circle) for collision detection, placed as a **child** of the object it belongs to (its *body*). Drawn as a green outline in edit mode only. | +| **Collider** | A shape (box or circle) for collision detection, placed as a **child** of the object it belongs to (its *body*). Drawn as a green outline in edit mode only; its area is tinted only while the collider itself is selected. | | **Collision layer** | One of up to 16 named layers of the project (**menu → Project settings…**). A collider or tilemap names the layer it is on and the layers it **collides with**; two of them meet only when each one names the layer of the other. A new project has one layer, *Default*, which every collider is on and meets — so nothing collides differently until a layer is named. See [Colliders](Colliders#collision-layers). | | **Rigidbody** | Placed as a **child** of an object, it hands that object to the physics engine while playing: it falls with the scene's gravity, bounces and rests on colliders, pushed by what it meets. At most one per object. See [Physics](Physics). | | **Override** | A per-object value that replaces the asset's value for one property. Only changed keys are stored; the inspector paints their label gold and offers a reset (↺) and an **apply** (↑) that writes the value into the asset instead. Both appear only where the value really differs from its base — an override carrying the asset's own value is none. |