A compound 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 is a collection of collider GameObjects on the same parent RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary 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 details on when and why you might use a compound collider, see Introduction to compound colliders.
A compound collider is made up of a parent GameObject which has a Rigidbody component, and child GameObjects that have colliders.
Before you build your compound collider, think about what you want to use the collider for, and how you want to arrange the colliders.
There is no one perfect way to arrange a compound collider; the efficiency always depends on the shape, the desired behavior, and the other elements in your project. For this reason, you should always run tests against your compound collider to check that it behaves as expected, and you should use the Physics Profiler to test different arrangements and configurations for computational efficiency.
If you need to apply the same compound collider to multiple GameObjects, you can duplicate the parent GameObject or use PrefabsAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
See in Glossary.
Several third-party tools are available on the Asset StoreA growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of assets, from textures, models and animations to whole project examples, tutorials and Editor extensions. More info
See in Glossary that can automatically generate a compound collider based on the Mesh of the GameObject. These tools are useful and can save time, but their output still requires testing and might require some adjustment to be fully efficient. You should apply the same level of testing to them as you would to a collider that you have built manually.
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