Sphere collider component reference
Capsule collider component referenceSwitch to ScriptingThe Capsule colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesnât need to be exactly the same shape as the objectâs mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary is a built-in 3D capsule-shaped collider made of two half-spheres joined together by a cylinder. It is useful for in-application items that have a cylindrical shape, or as a collider for player and non-player characters in a 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
See in Glossary.
Because Capsule colliders have no corners, they are also useful to soften the 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
See in Glossary area of sharp corners and edges in level geometry, so that players move more smoothly.
The Capsule collider has relatively low resource requirements.
Property Description Edit Collider Enable the Edit Collider button to display the colliderâs contact points in the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More infoOnTriggerEnter
, OnTriggerStay
, and OnTriggerExit
. Provides Contacts Enable Provides Contacts to generate contact information for this collider at all times. Usually, a collider only generates contact data if there is something to send it to; in this case, the messages OnCollisionEnter
, OnCollisionStay
, or OnCollisionExit
. When Provides Contacts is enabled, the collider generates contact data for the physics system at all times. Contact generation is resource-intensive, so Provides Contacts is disabled by default. Material Add the Physic Material component that determines the friction and bounciness of this collider. Center Define the position of the collider on each axis in the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObjectâs functionality is defined by the Components attached to it. More infoThe Layer Overrides section provides properties that allow you to override the project-wide Layer-based collision detection settings for this collider.
Property Description Layer Override Priority Define the priority of this collider override. When two colliders have conflicting overrides, the settings of the collider with the higher value priority are taken.Sphere collider component reference
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