The Circle 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 2D component is a Collider 2D that interacts with the 2D physics system for 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 detection. This collider 2D is circular in shape, with a defined position and radius within the local coordinate space of a spriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary. Adjust the component properties to change the shape and behavior of the collider 2D.
Property | Function |
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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 collisions, such as friction and bounce. |
Is Trigger | Enable this option if you want the Collider 2D to behave as a trigger. The physics system ignores the Collider 2D when you enable this option. |
Used by Effector | Enable this option if you want an attached Effector 2D to use this Collider 2D. |
Composite Operations | Select the composite operation used by an attached Composite Collider 2D component. Note: When you select any operation besides None, the following properties—Material, Is Trigger, Used By Effector, and Edge Radius—become controlled by the attached Composite Collider 2D component and are no longer available in this collider’s properties. |
None | Select this to have no composite operation take place. |
Merge | Select this to have this composite operation compose geometry using a Boolean OR operation. |
Intersect | Select this to have this composite operation compose geometry using a Boolean AND operation. |
Difference | Select this to have this composite operation compose geometry using a Boolean NOT operation. |
Flip | Select this to have this composite operation compose geometry using a Boolean XOR operation. |
Offset | Set the local offset values of the Collider 2D geometry. |
Radius | Set the radius of the Circle Collider 2D in local space units. |
Layer Overrides | Expand this option to use the Layer override settings. |
Layer Override Priority | Assign the decision priority that this Collider 2D uses when resolving conflicting decisions on whether a contact between itself and another Collider 2D should happen or not. For more information, refer to its API page. |
Include Layers | Select the additional Layers for this Collider 2D to 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 for this Collider 2D to exclude when deciding if a contact with another Collider 2D 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. |
Contact Capture Layers | Select the Layers of other Collider 2D involved in contact with this Collider2D that you want to capture. 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. |
CircleCollider2D