# Collider ```{image} /_static/img/ui_comp_coll_body.png :align: center ``` A primitive-shape collider attached to the object.\ Unlike a {doc}`Collision-Mesh ` this uses a simple analytic shape,\ which is cheap and suitable for moving/dynamic objects.\ Pair it with a {doc}`Rigid-Body ` for full physics simulation. ## Options | Option | Description | |--------|-------------| | **Type** | The collider shape:
• **Box**
• **Sphere**
• **Cylinder**
• **Capsule**
• **Cone**
• **Pyramid** | | **Shape size** | The dimensions for the chosen shape, e.g. *Half Size* for a box, *Radius* for a sphere, or *Radius* plus *Half Height* for cylinders/capsules/cones. | | **Offset** | Offset of the shape's center relative to the object's origin. | | **Trigger** | When enabled, the collider reports overlaps as events but produces no physical (push-back) response. | | **Reacts to** | The collision layers this body reads (which layers it collides with). | | **Is Affecting** | The collision layers this body writes (which layers see it). | | **Friction** | Surface friction, `0` to `1`. | | **Bounce** | Restitution / bounciness, `0` to `1`. | ## See also - {doc}`Collision & Physics <../collision>`: general collision & physics docs. - {doc}`Rigid-Body `: add physics simulation to a collider. - {cpp:struct}`P64::Comp::CollBody`: the runtime component in the C++ API.