Version: Unity 6.5 (6000.5)
Language : English
Box Collider 2D component reference
Edge Collider 2D component reference

Polygon Collider 2D component reference

The Polygon Collider 2D component is a Collider 2D that interacts with the 2D physics system. This collider’s shape is a freeform edge of line segments that you can adjust to fit the shape of a sprite or any other shape. Note: The edge must completely enclose an area for the collider to work.

Property Function
Edit Collider Select this to edit the collider’s geometry by editing and moving its vertices.
Material Select the Physics Material 2DUse this 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 if you want the collider to behave as a trigger. The physics system ignores the collider when you enable this option.
Used By Effector Enable this if you want an attached Effector 2D component to use the collider.
Auto Tiling Enable this if the Sprite RendererA component that lets you display images as Sprites for use in both 2D and 3D scenes. More info
See in Glossary
component for the selected sprite has its Draw Mode set to Tiled. This enables automatic updates to the shape of the Collider 2D, allowing the shape to automatically readjust when the Sprite’s dimensions change. If you don’t enable Auto Tiling, the Collider 2D geometry doesn’t automatically repeat.
Composite Operation If a Composite Collider 2D component is attached to the same GameObject, sets how the component combines the collision shapes. The options are:
  • None: Doesn’t combine the collision shapes.
  • Merge: Combines the collision shapes.
  • Intersect: Creates a collision shape from the overlapping area of the collision shapes.
  • Difference: Creates a collision shape from the non-overlapping area of the collision shapes.
  • Flip: Creates a collision shape from the non-overlapping area of the collision shapes, but also includes the area outside the collision shapes.
Note: When you set the value to an option other than None, the Composite Collider 2D component controls the following properties: Material, Is Trigger, and Used By Effector.
Offset Set the local offset values of the collider geometry.
Use Delaunay Mesh Enables Unity using a Delaunay triangulation algorithm to generate the collision shapes. Enabling this property can improve collision shapes for complex shapes, but can reduce performance.
Points Expand to view information about the complexity of the generated collider.
Layer Overrides Expand for the layer override settings.
    Layer Override Priority Sets the decision priority when this collision shape collides with another collision shape. Refer to its API documentation for more information.
    Include Layers Sets the layers this collision shape collides with. Refer to Collider2D-includeLayers.
    Exclude Layers Sets the layers this collision shape doesn’t collide with. Refer to Collider2D-excludeLayers.
    Force Send Layers Sets the layers this collision shape sends forces to during collisions. Refer to Collider2D-forceSendLayers.
    Force Receive Layers Sets the layers this collision shape can receive forces from during collisions. Refer to Collider2D-forceReceiveLayers.
    Contact Capture Layers Sets the layers of other Collider 2D components to capture during collisions. Refer to Collider2D-contactCaptureLayers.
    Callback Layers Sets the layers to report collisions or triggers with. Refer to Collider2D-callbackLayers.
Info Expand for read-only physics system related information about the collider.

Additional resources

PolygonCollider2D

Box Collider 2D component reference
Edge Collider 2D component reference