Version: Unity 6 Preview (6000.0)
Language : English
Constant Force component reference
Introduction to collision

Collision

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 colliders. 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 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
components, or their corresponding C# class.

This documentation describes how to configure collisions and collision events, and how colliders interact with each other and their environment.

Topic Description
Introduction to collision Overview of the fundamental concepts around physics collision in Unity.
Collider types The different collider types (static, kinematic, and dynamic), and how collider behaviour differs depending on the collider’s physics body configuration.
Collider shapes The different collider shapes available, and how collider shape complexity affects performance.
Collider surfaces How PhysX handles friction and bounciness on a collider’s surface, and how to configure surface properties for each collider.
Collider interactions and events How collisions can call events and functions to trigger changes at run time.
Collision detectionAn automatic process performed by Unity which determines whether a moving GameObject with a Rigidbody and collider component has come into contact with any other colliders. More info
See in Glossary
How PhysX detects collisions in Unity, and how to select the right algorithm depending on your collider configuration for optimal performance.
Constant Force component reference
Introduction to collision