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) |
A capsule’s total height is 2 × (Half Height + Radius); a cylinder’s is
2 × Half Height, with Cap Radius rounding the rim (set it to a small value
to avoid sharp-edge stuck contacts).
Every collider also carries the following.
- Translation Offset places the shape relative to the entity. Box, capsule, cylinder, and mesh colliders add a Rotation Offset too (a 90° rotation lays a capsule on its side); sphere and terrain have no rotation.
- Physics Material is the surface’s friction and bounce, see
Materials & Destruction. When unset,
the rigid body’s
*Overridefields apply. - Is Trigger makes it a non-solid trigger volume, see Collisions & Triggers.
- Affects Navigation sets 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) is a convex hull of the mesh. Valid on dynamic bodies. Use it for props. If Mesh is left empty, it falls back to the entity’s Static Mesh component.
- Concave (Convex off) is 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.