The Polygon 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. This collider’s shape is a freeform edge 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. 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 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. |
| 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:
|
| Offset | Set the local offset values of the collider geometry. |
| Use Delaunay 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 |
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. |
PolygonCollider2D