To configure collisionA 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 between GameObjects in Unity, you need to use 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. Colliders define the shape of a 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 for the purposes of physical collisions. You can then use these Colliders to manage collision events.
You can configure collisions via Collider components, or their corresponding C# class.
Topic | Description |
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Introduction to Collision | How collision works in Unity. |
Continuous collision detectionA collision detection method that calculates and resolves collisions over the entire physics simulation step. This can prevent fast-moving objects from tunnelling through walls during a simulation step. More info See in Glossary |
How to detect and handle collisions between fast-moving objects in Unity. |
Physics Debug Visualization | How to inspect the Collider geometry across 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, and profile common physics-based scenarios. |
Configure wheel colliders for a vehicle | A walkthrough tutorial for configuring 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 on a four-wheel vehicle. |
Box collider component reference | Reference for the Box ColliderA cube-shaped collider component that handles collisions for GameObjects like dice and ice cubes. More info See in Glossary component. |
Capsule collider component reference | Reference for the Capsule ColliderA capsule-shaped collider component that handles collisions for GameObjects like barrels and character limbs. More info See in Glossary component. |
Terrain collider component reference | Reference for 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 Collider component. |
Wheel collider component reference | Reference for the Wheel Collider component. |
Mesh collider component reference | Reference for the MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info See in Glossary Collider component. |
Sphere collider component reference | Reference 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. |
Physic Material component reference | Reference for the Physic MaterialA physics asset for adjusting the friction and bouncing effects of colliding objects. More info See in Glossary component. |