The Collided behavior will trigger an event once your object collides with another specified object. When used with tags, you can check if your object has collided with multiple objects. If you don't specify an Object B to check for a collision, then this behavior will trigger when Object A touches anything in your scene.
This behavior will Trigger an event once when a collision happens.
Collisions and Tags:
The Collided behavior is smart and will pass the tagged object to the next behavior that is using the same tag. This way you can trigger an action on a specific object with that tag instead of all tagged objects. For example, if you want to destroy a single enemy when using tags, make both the collided behavior and the destroy behavior use the same "enemy" tag.
If the tags for the two connected behaviors are not the same, then the action will happen to all objects in the scene with that tag.
By default this is the current object selected. You can change this to any other object in your scene.
Another object in your scene to check the collision against. If Object B is left blank then the behavior will trigger when Object A touches anything else in your scene.
When this toggle is on, an event will trigger when a collision occurs on the top surface of Object B.
When this toggle is on, an event will trigger when a collision occurs on the bottom surface of Object B.
When this toggle is on, an event will trigger when a collision occurs on the left surface of Object B.
When this toggle is on, an event will trigger when a collision occurs on the right surface of Object B.
This is the specific location where the collision happened on Object B along the X axis.
This is the specific location where the collision happened on Object B along the Y axis.
This outputs the impulse of the force when Object A has collided with Object B.
|Object A ID||
This outputs the Object ID of Object A.
|Object B ID||
This outputs the Object ID of Object B
If you want a characters score to go up when it collects a coin. To do this, you would add a collided behavior to your character then set the coin to be Object B. If there are many coins in your scene, then it probably makes more sense to tag the coins, and use the tag instead of the specific Object B.