Collision size
Collision size is a unit's internal size that cannot be passed through by other units. This allows units to block each other with their bodies. Most heroes have the same collision size, regardless of their graphical model. Phased status allows units to ignore collision size.
Contents
Mechanics[edit]
The collision sizes of units is not directly set by a number in their data. Instead, collision sizes are standardized for all units, with the use of bounds hull names.
The following hull sizes exist, corresponding to the following collision sizes (from largest to smallest):
Hull Name | Size |
---|---|
DOTA_HULL_SIZE_BUILDING
|
298 |
DOTA_HULL_SIZE_TOWER
|
144 |
DOTA_HULL_SIZE_FILLER
|
96 |
DOTA_HULL_SIZE_HUGE
|
80 |
DOTA_HULL_SIZE_HERO
|
24 |
DOTA_HULL_SIZE_REGULAR
|
16 |
DOTA_HULL_SIZE_SMALL
|
8 |
DOTA_HULL_SIZE_SMALLEST
|
2 |
Collision Size Comparison[edit]
Heroes[edit]
Units[edit]
Buildings[edit]
Buildings | Collision size |
---|---|
Fountain, Melee Barracks, Ranged Barracks, Tier 1 Tower, Tier 2 Tower, Tier 3 Tower, Tier 4 Tower | 144 |
Ancient | 298 |
Effigy Building, Outpost | 96 |
Abilities Based on Collision Size[edit]
- Fissure Pathing Block Radius: 24
The segments have a collision size of 24, and a distance of 8.25 between each other, with the first one being placed 8.25 range in front of Earthshaker.
This means the actual length of the Fissure can only be a factor of 56.25.
The length factor is defined as
Ignoring Collision Size[edit]
Phased is a status that allows units to pass through other units, ignoring collision size. Phased units can freely walk through any other unit, including wards, but excluding buildings and trees. Other units can also walk through a stationary phased unit as if it is not there.
There are two different kinds of phased movement, pathing through units, and the rare kind which allows the unit to walk through anything, including buildings, cliffs and trees, which is more commonly referred to as unobstructed movement.
Flying movement is similar to phased movement, with only very small differences, one being that flying units hover a certain distance above the ground.
Abilities Providing Phased Movement[edit]
These abilities provide phased movement which allows moving through units:
Anti-Mage – Blink illusion (talent)
Bounty Hunter – Shadow Walk
Clinkz – Skeleton Walk
Dark Willow – Shadow Realm
Faceless Void – Chronosphere
Glimmer Cape – Glimmer
Invoker – Ghost Walk
Nyx Assassin – Vendetta
Phase Boots – Phase
Shadow Amulet – Fade
Shadow Blade – Shadow Walk
Shadow Fiend – Requiem of Souls1
Silver Edge – Shadow Walk
Slardar – Guardian Sprint
Storm – Wind Walk
Templar Assassin – Meld
Weaver – Shukuchi
1 Shadow Fiend becomes phased during the cast time of Requiem of Souls.
Abilities Providing Unobstructed Movement[edit]
Free pathing (also known as unobstructed movement or flying movement) allow affected units to path through buildings, cliffs and trees, on top of allowing them to path through other units. There is no limit to their movement and nothing will block them, all sources of flying give units unobstructed movement. Uphill miss chance does not apply to flying units.
The following abilities provide unobstructed movement:
Batrider – Firefly
Broodmother – Spin Web
Centaur Warrunner – Stampede1
Dragon Knight – Elder Dragon Form1
Giant's Ring – Giant's Foot
Lich – Sinister Gaze
Legion Commander – Duel
Nyx Assassin – Vendetta2
Spectre – Spectral Dagger
Spectre – Haunt3
Spectre – Shadow Step3
Spider Legs – Scurry
Terrorblade – Reflection3
Visage – Silent as the Grave1
Wraith King – Wraith Delay1
1 Requires Aghanim's Scepter.
2 Requires talent.
3 Illusions created by these abilities have unobstructed pathing.
Tree-walking[edit]
The following abilities grants tree-walking, a buff that allows unobstructed movement through trees.
- Passive Tree Search Radius: 275
Grants phased movement and tree-walking to Hoodwink within the tree search radius. - Innate ability, does not need to be learned.
Permanently Phased[edit]
The following units are permanently phased:
- Courier
- Beetle
- Fire
- Healing Ward
- Observer Ward
Phoenix Sun
- Proximity Mines
- Psionic Trap
- Remote Mines
- Roshan
- Sentry Ward
- Spin Web
- Stasis Trap
- Ignis Fatuus
Flying Movement[edit]
- Duration: 6
Requires Aghanim's Shard. - Duration: 30
Trees[edit]
Trees are a prominent terrain feature in Dota 2. They make up a large amount of the map, and are very prominent in the forests that separate the lanes and border the map. Trees block vision and are normally impassable.
Despite the varying appearance and apparent size of the various trees, all permanent trees have an identical collision size of a 128x128 unit square.
Planted Trees[edit]
Planted trees have a smaller collision size and block less vision than regular trees. Tango has an amplified effect when used on a planted tree.
- Duration: 0.25
Creates a tree when targeting the ground.
Tango does not heal for twice as long when targeting a Acorn Shot tree. - Duration: 20
Plants a happy little tree, with a smaller collision size. The Iron Branch gets consumed in the process. - Duration: 20
Plants a happy little tree, with a smaller collision size. - Duration: 3/4/5/6
Creates a ring of 8 trees around the targeted point or unit.
Version History[edit]
Patch History[edit]
- Reduced
DOTA_HULL_SIZE_SMALLEST
size value from 4 to 2.
- Added new collision size:
DOTA_HULL_SIZE_SMALLEST
(4)
|