A trigger 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 does not collide with other colliders; instead, other colliders pass through it.
To create a trigger collider:
IsTrigger
to true
.Make sure there is at least one dynamic collider in the 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. At least one GameObject involved in a trigger collision must have a physics body (a Rigidbody or an ArticulationBody). In most cases, trigger colliders are stationary and static (that is, they have no physics body), and the colliders that pass through them are moving and dynamic (that is, they have a physics body).
Experiment with the size and shape of your trigger collider. For gameplay and simulation, triggers might need some adjustment to make them feel intuitive for the player. For example, you could experiment with making a trigger collider slightly larger than its associated visible GameObject, so that it has a wider radius.