Version: Unity 7.0 Alpha (7000.0)
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Introduction to collider types
Introduction to collider shapes

Collider shapes

Colliders are available in different shape configurations. A collider’s shape defines how accurately the collider matches the Mesh shape, and how computationally efficient the collider is.

Topic Description
Introduction to collider shapes Overview of the different collider shapes in Unity.
Primitive collider shapes Primitive collider shapes are built-in, pre-calculated collider shapes in Unity (Box, Sphere and Capsule colliders).
Mesh collidersA free-form collider component which accepts a mesh reference to define its collision surface shape. More info
See in Glossary
Mesh colliders create collision geometry that matches the shape of their associated Mesh, for extremely accurate collisions.
Wheel collidersA special collider for grounded vehicles. It has built-in collision detection, wheel physics, and a slip-based tire friction model. It can be used for objects other than wheels, but it is specifically designed for vehicles with wheels. More info
See in Glossary
Wheel colliders use raycasting to form wheel-shaped collision geometry with suspension and tyre-based friction.
Terrain collidersA terrain-shaped collider component that handles collisions for collision surface with the same shape as the Terrain object it is attached to. More info
See in Glossary
Terrain colliders create collision geometry that matches the shape of their associated Terrain, for extremely accurate collisions.
Compound colliders Compound colliders are a combination of multiple other colliders, which together have a single center of mass.
Introduction to collider types
Introduction to collider shapes
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