Version: Unity 6.6 Alpha (6000.6)
Language : English
Collider 2D
Box Collider 2D component reference

Circle Collider 2D component reference

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 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.

Property Function
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.
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 2D geometry.
Radius Set the radius of the Circle Collider 2D in local space units.
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.

Additional resources

CircleCollider2D

Collider 2D
Box Collider 2D component reference