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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.

ColliderShapeKey fields
BoxA boxHalf Extent (half-size per axis)
SphereA ballRadius
CapsuleA pill, along local YRadius, Half Height
CylinderA flat-ended cylinderRadius, Half Height, Cap Radius
MeshA mesh’s geometryMesh, Convex
TerrainA 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.

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.