prec: This can be either true or false and relates to the precision of the collision checking. It is also worth noting that if the object type chosen is the designated parent of other objects, then all children of that object will be included in this check too. It can be an instance id, an object type, or the special GM keyword all. obj: This is where we specify the object that the function has to check for a collision with.These collision functions all work slightly differently but they maintain three common arguments which we will explain here: The following routines can be used for this (as well as other functions detailed in the sections relating to Moving Around and Instances). The following functions deal with the various ways in which you can have an instance check for collisions with another instance: For more information, please read Collision Compatibility Mode. NOTE Collision functions used to use integer values in previous versions of GameMaker, however they now use floating point values meaning that collision functions will no longer round non-integer arguments. GameMaker has a number of built in functions to help you deal with collisions correctly and in accordance with the needs of your project. When planning motions or deciding on certain actions, it is often important to see whether there are collisions with other objects at certain places within the game world, and often choosing the right collision for the job is the most important task of all.
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