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Unity - Manual: Primitive collider shapes

Introduction to collider shapes

Introduction to primitive collider shapes

Primitive collider shapes

Primitive collidersAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
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are defined by simple geometric shapes with a low number of polygons. They match Unity’s Primitive Objects, which are built-in GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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shapes.

Introduction to collider shapes

Introduction to primitive collider shapes


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