Version: Unity 6.3 LTS (6000.3)
Language : English
Collider shapes
Primitive collider shapes

Introduction to collider shapes

Colliders are available in different shape configurations. There are three main shape types for colliders:

  • Primitive colliders are built-in simple shapes, which you can attach to your GameObject and scale to approximately the same size and shape. They are the most computationally efficient shape option, but the least accurate for complex GameObject shapes.
  • Mesh collidersA free-form collider component which accepts a mesh reference to define its collision surface shape. More info
    See in Glossary
    exactly match the shape of the GameObject’s MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
    See in Glossary
    . They are more accurate than primitive colliders, but require more computational resources.
  • Wheel collidersA special collider for grounded vehicles. It has built-in collision detection, wheel physics, and a slip-based tire friction model. It can be used for objects other than wheels, but it is specifically designed for vehicles with wheels. More info
    See in Glossary
    are for in-game items that have physics-simulated wheels (for example, ground vehicles). They have built-in wheel physics, and controls for simulating friction and suspension.

You can also combine several collider shapes to create compound colliders.

In addition, Unity’s TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
See in Glossary
tool has a specific heightmap-based collider, called the Terrain ColliderA terrain-shaped collider component that handles collisions for collision surface with the same shape as the Terrain object it is attached to. More info
See in Glossary
.

Additional resources

Collider shapes
Primitive collider shapes