Version: 2022.3
Language : English
Introduction to Terrain colliders
Compound colliders

Terrain collider component reference

Switch to Scripting

The Terrain 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
builds a collider that matches the geometry of the TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
See in Glossary
it is attached to. It is the best and most accurate collider type for Terrains.

Property Description
Provides Contacts Enable Provides Contacts to generate contact information for this collider at all times. Usually, a collider only generates contact data if there is something to send it to; in this case, the messages OnCollisionEnter, OnCollisionStay, or OnCollisionExit. When Provides Contacts is enabled, the collider generates contact data for the physics system at all times. Contact generation is resource-intensive, so Provides Contacts is disabled by default.
Material Choose the Physic MaterialA physics asset for adjusting the friction and bouncing effects of colliding objects. More info
See in Glossary
asset that determines how this collider interacts with others. If you do not choose one, the physics system uses the project-wide default settings.
Terrain Data Choose the TerrainData asset. The Terrain collider builds a collider shape based on the TerrainData asset properties.
Enable Tree Colliders Enable this to automatically generate colliders for any TreesA GameObject and associated Component that allows you to add tree assets to your Scene. You can add branch levels and leaves to trees in the Tree Inspector window. More info
See in Glossary
on the Terrain. This makes the collider more accurate, but is more computationally demanding, so you should only use it if your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
requires physics interactions with the trees on the Terrain. It is enabled by default.

Layer overrides

The Layer Overrides section provides properties that allow you to override the project-wide Layer-based collision detection settings for this collider.

Property Description
Layer Override Priority Define the priority of this collider override. When two colliders have conflicting overrides, the settings of the collider with the higher value priority are taken.
For example, if a collider with a Layer Override Priority of 1 collides with a Collider with a Layer Override Priority of 2, the physics system uses the settings for the Collider with the Layer Override Priority of 2.
Include Layers Choose which Layers to include in collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
See in Glossary
with this collider.
Exclude Layers Choose which Layers to exclude in collisions with this collider.
Introduction to Terrain colliders
Compound colliders
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