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Showing content from https://docs.unity3d.com/Manual/2d-physics/collider/collider-2d-landing.html below:

Unity - Manual: Collider 2D

Rigidbody 2D Simulated property

Circle Collider 2D component reference

Collider 2D

When you attach a colliderAn 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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2D component to a 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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, the collider 2D defines which area of the GameObject has collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
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and can interact with other colliders in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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. The collider 2D is invisible, and it’s shape is about the same shape as the GameObject for more accurate collisions. You can adjust a collider’s shape and other properties in its InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
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window properties.

Colliders for 2D GameObjects all have names ending with 2D. You can’t use 3D GameObjects with 2D colliders, or 2D GameObjects with 3D colliders.

You can use the following types of collider 2Ds with Rigidbody 2D:

Additional resources

Rigidbody 2D Simulated property

Circle Collider 2D component reference


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