立方体のプリミティブコライダーです。
| attachedArticulationBody | The articulation body the collider is attached to. | 
| attachedRigidbody | コライダーがアタッチされている Rigidbody | 
| bounds | The world space bounding volume of the collider (Read Only). | 
| contactOffset | コライダーの接触するオフセット値 | 
| enabled | Enabled Colliders will collide with other Colliders, disabled Colliders won't. | 
| excludeLayers | The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider. | 
| hasModifiableContacts | Specify whether this Collider's contacts are modifiable or not. | 
| includeLayers | The additional layers that this Collider should include when deciding if the Collider can contact another Collider. | 
| isTrigger | Specify if this collider is configured as a trigger. | 
| layerOverridePriority | A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider. | 
| material | コライダーによって使用されるマテリアル | 
| providesContacts | Whether or not this Collider generates contacts for Physics.ContactEvent. | 
| sharedMaterial | このコライダーの共有物理マテリアル | 
| gameObject | このコンポーネントはゲームオブジェクトにアタッチされます。コンポーネントはいつもゲームオブジェクトにアタッチされています。 | 
| tag | ゲームオブジェクトのタグ | 
| transform | The Transform attached to this GameObject. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | オブジェクト名 | 
| ClosestPoint | Returns a point on the collider that is closest to a given location. | 
| ClosestPointOnBounds | 設定したポイントから一番近い、Bounds オブジェクトのポイント | 
| Raycast | このコライダーのみを判断する Ray を飛ばします。他のコライダーは無視されます。 | 
| BroadcastMessage | ゲームオブジェクトまたは子オブジェクトにあるすべての MonoBehaviour を継承したクラスにある methodName 名のメソッドを呼び出します。 | 
| CompareTag | Checks the GameObject's tag against the defined tag. | 
| GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. | 
| GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. | 
| GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. | 
| GetComponents | Gets references to all components of type T on the same GameObject as the component specified. | 
| GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. | 
| GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. | 
| SendMessage | ゲームオブジェクトにアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します | 
| SendMessageUpwards | ゲームオブジェクトと親(の親、さらに親 ... )にアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します | 
| TryGetComponent | Gets the component of the specified type, if it exists. | 
| GetInstanceID | Gets the instance ID of the object. | 
| ToString | Returns the name of the object. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindAnyObjectByType | Retrieves any active loaded object of Type type. | 
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. | 
| FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します | 
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. | 
| FindObjectsOfType | Gets a list of all loaded objects of Type type. | 
| Instantiate | original のオブジェクトをクローンします | 
| bool | オブジェクトが存在するかどうか | 
| operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します | 
| operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 | 
| OnCollisionEnter | この collider/rigidbody は他の collider/rigidbody に触れたときに OnCollisionEnter は呼び出されます。 | 
| OnCollisionExit | この collider/rigidbody が他の collider/rigidbody と触れ合うのをやめたときに OnCollisionExit は呼び出されます。 | 
| OnCollisionStay | OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody. | 
| OnTriggerEnter | When a GameObject collides with another GameObject, Unity calls OnTriggerEnter. | 
| OnTriggerExit | Collider が other のトリガーに触れるのをやめたときに OnTriggerExit は呼び出されます。 | 
| OnTriggerStay | OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. The function is on the physics timer so it won't necessarily run every frame. |