

If you use a combination of rotations and non-uniform scales in the Transform hierarchy so that the resulting shape is no longer a primitive shape, the primitive collider cannot represent it correctly. Primitive colliders do not work correctly with shear transforms. More info See in Glossary component, placed on the root GameObject in the hierarchy. When you create a compound collider like this, you should only use one Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces. For instance, you can rotate boxes relative to the local axes of the parent GameObject. To get further flexibility, you can add additional colliders on child GameObjects. You can add any number of these to a single GameObject to create compound colliders.Ĭompound colliders approximate the shape of a GameObject while keeping a low processor overhead. In 2D, you can use the Box Collider 2D and Circle Collider 2D. More info See in Glossary and Capsule Collider A capsule-shaped collider component that handles collisions for GameObjects like barrels and character limbs. More info See in Glossary, Sphere Collider A sphere-shaped collider component that handles collisions for GameObjects like balls or other things that can be roughly approximated as a sphere for the purposes of physics. In 3D, these are the Box Collider A cube-shaped collider component that handles collisions for GameObjects like dice and ice cubes.

The simplest (and least processor-intensive) colliders are primitive collider types. A rough approximation of the mesh is often more efficient and indistinguishable in gameplay. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. A collider is invisible, and does not need to be the exact same shape as the GameObject’s mesh The main graphics primitive of Unity. More info See in Glossary for the purposes of physical collisions. A GameObject’s functionality is defined by the Components attached to it. Unity handles collision between GameObjects with colliders, which attach to GameObjects and define the shape of a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
