A primitive Collider shaped like a cuboid.
Is Trigger - If ticked, the Box Collider will ignore physics and become a Trigger Collider
Material - A reference, if specified, to the physics material of the Box Collider
Center - The Box Collider's central position in local space
Size - The size of the Box Collider measured in local space
// Add a Box Collider to the current GameObject.
BoxCollider myBC = BoxCollider)myGameObject.gameObject.AddComponent(typeof(BoxCollider));
// Make the Box Collider into a Trigger Collider.
myBC.isTrigger= true;
// Set the center of the Box Collider to the center of the GameObject.
myBC.center = Vector3.zero;
// Make the Box Collider twice as large.
myBC.size = 2;
A primitive Collider shaped like a sphere.
Is Trigger - If ticked, the Sphere Collider will ignore physics and become a Trigger Collider
Material - A reference, if specified, to the physics material of the Sphere Collider
Center - The Sphere Collider's central position in local space
Radius - The radius of the Collider
// Add a Sphere Collider to the current GameObject.
SphereCollider mySC = SphereCollider)myGameObject.gameObject.AddComponent(typeof(SphereCollider));
// Make the Sphere Collider into a Trigger Collider.
mySC.isTrigger= true;
// Set the center of the Sphere Collider to the center of the GameObject.
mySC.center = Vector3.zero;
// Make the Sphere Collider twice as large.
mySC.radius = 2;
Two half spheres joined by a cylinder.
Is Trigger - If ticked, the Capsule Collider will ignore physics and become a Trigger Collider
Material - A reference, if specified, to the physics material of the Capsule Collider
Center - The Capsule Collider's central position in local space
Radius - The radius in local space
Height - Total height of the Collider
Direction - The axis of orientation in local space
// Add a Capsule Collider to the current GameObject.
CapsuleCollider myCC = CapsuleCollider)myGameObject.gameObject.AddComponent(typeof(CapsuleCollider));
// Make the Capsule Collider into a Trigger Collider.
myCC.isTrigger= true;
// Set the center of the Capsule Collider to the center of the GameObject.
myCC.center = Vector3.zero;
// Make the Sphere Collider twice as tall.
myCC.height= 2;
// Make the Sphere Collider twice as wide.
myCC.radius= 2;
// Set the axis of lengthwise orientation to the X axis.
myCC.direction = 0;
// Set the axis of lengthwise orientation to the Y axis.
myCC.direction = 1;
// Set the axis of lengthwise orientation to the Y axis.
myCC.direction = 2;
Mass - The mass of the Wheel Collider
Radius - The radius in local space
Wheel damping rate - Damping value for the Wheel Collider
Suspension distance - Maximum extension along the Y axis in local space
Force app point distance - The point where forces will be applied,
Center - Center of the Wheel Collider in local space
Spring - the rate at which the Wheel tries to return to the Target Position
Damper - A larger value dampens the velocity more and the suspension moves slower
Target position - the default is 0.5, at 0 the suspension is bottomed out, at 1 it is at full extension
Forward/Sideways friction - how the tire behaves when rolling forwards or sideways
A Collider based on a Mesh Asset.
Is Trigger - If ticked, the Box Collider will ignore physics and become a Trigger Collider
Material - A reference, if specified, to the physics material of the Box Collider
Mesh - A reference to the mesh the Collider is based on
Convex - Convex Mesh colliders are limited to 255 polygons - if enabled, this Collider can collide with other mesh colliders
If you apply more than one Collider to a GameObject, we call it a Compound Collider.