Colliders are available in different shape configurations. A collider’s shape defines how accurately the collider matches the Mesh shape, and how computationally efficient the collider is.
| Topic | Description |
|---|---|
| Introduction to collider shapes | Overview of the different collider shapes in Unity. |
| Primitive collider shapes | Primitive collider shapes are built-in, pre-calculated collider shapes in Unity (Box, Sphere and Capsule colliders). |
| Mesh collidersA free-form collider component which accepts a mesh reference to define its collision surface shape. More info See in Glossary |
Mesh colliders create collision geometry that matches the shape of their associated Mesh, for extremely accurate collisions. |
| 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 |
Wheel colliders use raycasting to form wheel-shaped collision geometry with suspension and tyre-based friction. |
| Terrain collidersA 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 |
Terrain colliders create collision geometry that matches the shape of their associated Terrain, for extremely accurate collisions. |
| Compound colliders | Compound colliders are a combination of multiple other colliders, which together have a single center of mass. |