The Custom Collider 2D is a 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 that interacts with the 2D physics system. Unlike other Colliders, you do not configure the Collider in-Editor, instead you configure the Collider by assigning PhysicsShape2D geometry to it via the PhysicsShapeGroup2D API. You can further define the Collider by adding, removing and modifying the PhysicsShape2D
shapes. Refer to the PhysicsShape2D API documentation for more information. This also means that a Custom Collider 2D can contain an unlimited number of low-level PhysicsShape2D
and represent any type of shape, or emulate other types of Collider 2D.
Property | Function | |
---|---|---|
Material | Select the Physics Material 2DUse to adjust the friction and bounce that occurs between 2D physics objects when they collide More info See in Glossary that determines properties of 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, such as friction and bounce. |
|
Is Trigger | Enable this if you want this Collider 2D to behave as a trigger. The physics system ignores this Collider when this is enabled. | |
Used by Effector | Enable this if you want the Collider 2D to be used by an attached Effector 2D. | |
Offset | Set the local offset values of the Collider 2D geometry. | |
Custom Shape Count (Read only) | Indicates how many PhysicsShape2D the Collider is using. |
|
Custom Vertex Count (Read Only) | Indicates how many vertices all PhysicsShape2D in the Collider are using. |
|
Layer Overrides | Expand for the Layer override settings. | |
Layer Override Priority | Assign the decision priority that this Collider2D uses when resolving conflicting decisions on whether a contact between itself and another Collision2D should happen or not. Refer to its API page for more information. | |
Include Layers | Select the additional Layers that this Collider 2D should include when deciding if a contact with another Collider2D should happen or not. Refer to its API documentation for more information. | |
Exclude Layers | Select the additional Layers that this Collider 2D should exclude when deciding if a contact with another Collider2D should happen or not. Refer to its API documentation for more information. | |
Force Send Layers | Select the Layers that this Collider 2D is allowed to send forces to during a Collision contact with another Collider2D. Refer to its API documentation for more information. | |
Force Receive Layers | Select the Layers that this Collider 2D can receive forces from during a Collision contact with another Collider2D. Refer to its API documentation for more information. | |
Contract Capture Layers | Select the Layers of other Collider 2D, involved in contacts with this Collider2D, that will be captured. Refer to its API documentation for more information. | |
Callback Layers | Select the Layers that this Collider 2D, during a contact with another Collider2D, will report collision or trigger callbacks for. Refer to its API documentation for more information. |
When assigning PhysicsShape2D
to the Custom Collider 2D, you can do so either during Edit mode or Play mode. When modifying the Custom Collider 2D in Edit mode, Unity saves all assigned PhysicsShape2D
and associated vertices in the Unity 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 the CustomCollider2D
retains its configuration when the Scene is loaded. This makes it possible to use Edit mode authoring scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary to create custom geometry.
When modifying the Custom Collider 2D during Play mode, the Collider will not retain any changes made to assigned PhysicsShape2D
and their associated vertices, and all changes will be lost when exiting Play mode.
CustomCollider2D
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