Version: Unity 6 Beta (6000.0)
Language : English
Introduction to collider shapes
Introduction to primitive collider shapes

Primitive collider shapes

Primitive collidersAn 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
are defined by simple geometric shapes with a low number of polygons. They match Unity’s Primitive Objects, which are built-in GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
shapes.

Topic Description
Introduction to primitive collider shapes Overview of the primitive collider shapes (Box, Sphere and Capsule) in Unity.
Box collider component reference Reference page for the Box colliderA cube-shaped collider component that handles collisions for GameObjects like dice and ice cubes. More info
See in Glossary
component.
Sphere collider component reference Reference page for the Sphere colliderA 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. More info
See in Glossary
component.
Capsule collider component reference Reference page for the Capsule colliderA capsule-shaped collider component that handles collisions for GameObjects like barrels and character limbs. More info
See in Glossary
component.
Introduction to collider shapes
Introduction to primitive collider shapes
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961