The Capsule Collider is made of two half-spheres joined together by a cylinder. It is the same shape as the Capsule primitive.
|Is Trigger||If enabled, this ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary is used for triggering events, and is ignored by the physics engineA system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. More info
See in Glossary.
|MaterialAn asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The available options for a Material depend on which Shader the Material is using. More info
See in Glossary
|Reference to the Physics Material that determines how this Collider interacts with others.|
|Center||The position of the Collider in the object’s local space.|
|Radius||The radius of the Collider’s local width.|
|Height||The total height of the Collider.|
|Direction||The axis of the capsule’s lengthwise orientation in the object’s local space.|
You can adjust the Capsule Collider’s Radius and Height independently of each other. It is used in the Character ControllerA simple, capsule-shaped collider component with specialized features for behaving as a character in a game. Unlike true collider components, a Rigidbody is not needed and the momentum effects are not realistic. More info
See in Glossary and works well for poles, or can be combined with other Colliders for unusual shapes.