# Collisions and CollisionEffectsData

### Collision Manager

The <mark style="color:green;">CollisionManager</mark> is a component which sits on the same <mark style="color:green;">GameObject</mark> as the <mark style="color:green;">Rigidbody</mark> and captures the collision events, then invokes its own events for the AVC components that require them.

![CollisionManager component](/files/ev7Ln394PCbHRvDFOn02)

### Events

These events are public and free for you to use anyway you should need. Just get a reference to the CollisionManager and then subscribe to the following.

<mark style="color:purple;">Action\<Collision> OnVehicleCollisionEnter</mark>

<mark style="color:purple;">Action\<Collision> OnVehicleCollisionExit</mark>

<mark style="color:purple;">Action\<Collision> OnVehicleCollisionStay</mark>

### CollisionEffectsData

The CollisionEffectsData holds the information required for collisions.

![CollisionEffectsData inspector window](/files/YIDW0LZHSKqrRUPUNt8M)

**Effects ID** (optional) - Enter a name for this effect, if you are using a 'Custom' CollisionType, otherwise it can be left blank.

**Collision Type** - Select the type of collision this asset is for. There currently only options Default and Custom.

**Effect Prefab** - Assign the prefab that should be spawned when this collision occurs. Two example prefabs are included with AVC.

**Required Speed** - Set this to the minimum speed you want your vehicle to be moving for this effect to spawn.

### Collision Tag

This component is used by AVC for spawning custom effects on collisions, add this to any object you wish to have a custom particle system spawn when hit, enter the required CollisionID, and as long as the CollisionEffectsData for it is added to the vehicles, then this effect will spawn on collision.

![CollisionTag component](/files/WUbvBxIotVmtzkIRGShw)


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