Collider

../../../../_images/ui_comp_coll_body.png

A primitive-shape collider attached to the object.
Unlike a Collision-Mesh this uses a simple analytic shape,
which is cheap and suitable for moving/dynamic objects.
Pair it with a 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 in meters, e.g. Half Size for a box, Radius for a sphere, or Radius plus Half Height for cylinders/capsules/cones. Scaled by the object’s scale.

Offset

Offset of the shape’s center relative to the object’s origin, in meters. Scaled by the object’s scale.

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