Colliders
A collider gives a body its shape. Add one (or several) alongside a Rigid Body. Several colliders on one entity combine into a compound shape.
Shapes
Section titled “Shapes”| Collider | Shape | Key fields |
|---|---|---|
| Box | A box | Half Extent (half-size per axis) |
| Sphere | A ball | Radius |
| Capsule | A pill, along local Y | Radius, Half Height |
| Cylinder | A flat-ended cylinder | Radius, Half Height, Cap Radius |
| Mesh | A mesh’s geometry | Mesh, Convex |
| Terrain | A terrain heightmap | (needs a Terrain on the same entity) |
Every collider also has:
- Translation Offset and Rotation Offset, to place the shape relative to the entity, for example a 90° rotation lays a capsule on its side.
- Physics Material, the surface’s friction and bounce, see Materials & Destruction.
- Is Trigger, makes it a non-solid trigger volume, see Collisions & Triggers.
- Affects Navigation, whether the shape is baked into navmeshes.
Mesh colliders: convex or concave
Section titled “Mesh colliders: convex or concave”A Mesh collider builds its shape one of two ways:
- Convex (Convex on), a convex hull of the mesh. Valid on dynamic bodies. Use it for props.
- Concave (Convex off), the exact triangle mesh. Valid only on static or kinematic bodies. Use it for level geometry.
Prefer a primitive shape (box, sphere, capsule) over a mesh collider wherever you can, they are far cheaper to simulate.