The Edge 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. The collider’s shape is an edge made of line segments that you can adjust to fit the shape 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 or any other shape. The collider’s start and end points don’t need to meet or enclose an area to function. Unlike the Polygon Collider 2D, they can form a straight line or other single edge shapes.
Note: Edge colliders can’t collide with other edge colliders, whatever their body typeDefines a fixed behavior for a 2D Rigidbody. Can be Dynamic (the body moves under simulation and is affected by forces like gravity), Kinematic (the body moves under simulation, but isn’t affected by forces like gravity) or Static (the body doesn’t move under simulation). More info
See in Glossary and trigger settings.
| Property | Function |
|---|---|
| Edit Collider | Select Edit Collider |
| 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 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, 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. |
| Offset | Set the local offset values of the collider geometry. |
| Edge Radius | Set a value that forms a radius around the edge of the collider. This results in a larger collider with rounded convex corners. The default value is 0 (no radius). |
| Points | Expand to view read-only information about the complexity of the generated Collider. |
| Use Adjacent Start Point | Enable this property to calculate the collision response using the Adjacent Start Point to form the collision normal when a collision occurs at the Edge Collider’s start point. |
| Adjacent Start Point X/Y | Set the x and y-coordinates of the Adjacent Start Point. |
| Use Adjacent End Point | Enable this property to calculate the collision response using the Adjacent End Point to form the collision normal when a collision occurs at the Edge Collider’s end point. |
| Adjacent End Point X/Y | Set the x and y-coordinates of the Adjacent End Point. |
| 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. |
EdgeCollider2D