The Box 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 built-in cube-shaped collider. It is useful for in-application items such as boxes and crates, or as a simple collider shape that you can stretch and flatten to make ledges, steps, and any other cuboid objects.
The Box collider is a low-poly shape, with low resource requirements.
Property | Description |
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Edit Collider | Enable the Edit Collider button to display the collider’s contact points in the 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 view. You can click and drag these contact points to modify the size and shape of the collider. Alternatively, use the Center and Size properties. |
Is Trigger | Enable Is Trigger to use the collider as a trigger for events. When Is Trigger is enabled, other colliders pass through this collider, and trigger the messages OnTriggerEnter , OnTriggerStay , and OnTriggerExit . |
Provides Contacts | Enable Provides Contacts to generate contact information for this collider at all times. Usually, a collider only generates contact data if there is something to send it to; in this case, the messages OnCollisionEnter , OnCollisionStay , or OnCollisionExit . When Provides Contacts is enabled, the collider generates contact data for the physics system at all times. Contact generation is resource-intensive, so Provides Contacts is disabled by default. |
Material | Add the Physic Material component that determines the friction and bounciness of this collider. |
Center | Define the position of the collider on each axis in the 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’s local space. By default, this is set to (0, 0, 0). |
Size | Define the size of the collider on each axis, in Unity unitsThe unit size used in Unity projects. By default, 1 Unity unit is 1 meter. To use a different scale, set the Scale Factor in the Import Settings when importing assets. See in Glossary. By default, this is set to (1, 1, 1). |
The Layer Overrides section provides properties that allow you to override the project-wide Layer-based collision detection settings for this collider.
Property | Description |
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Layer Override Priority | Define the priority of this collider override. When two colliders have conflicting overrides, the settings of the collider with the higher value priority are taken. For example, if a collider with a Layer Override Priority of 1 collides with a Collider with a Layer Override Priority of 2, the physics system uses the settings for the Collider with the Layer Override Priority of 2. |
Include Layers | Choose which Layers to include in 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 with this collider. |
Exclude Layers | Choose which Layers to exclude in collisions with this collider. |