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 freel6. The collider’s start and end points don’t need to meet or enclose an area to function (unlike the Polygon Collider 2D), and can form a straight line or other single edge shapes.
Property | Function |
---|---|
Edit Collider | Select Edit Collider to make the collider outline editable. Refer to Edit Collider mode reference for the actions and shortcuts available when Edit Collider is enabled. |
Material | Select the Physics Material 2DUse 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 this Collider 2D to behave as a trigger. The physics system ignores this Collider when this is enabled. |
Used by Effector | Enable this if you want the Collider 2D to be used by an attached Effector 2D. |
Offset | Set the local offset values of the Collider 2D geometry. |
Edge Radius | Set a value that forms a radius around the edge of the Collider. This results in a larger Collider 2D 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 | Assign the decision priority that this Collider2D uses when resolving conflicting decisions on whether a contact between itself and another Collision2D should happen or not. Refer to its API page for more information. |
Include Layers | Select the additional Layers that this Collider 2D should include when deciding if a contact with another Collider2D should happen or not. Refer to its API documentation for more information. |
Exclude Layers | Select the additional Layers that this Collider 2D should exclude when deciding if a contact with another Collider2D should happen or not. Refer to its API documentation for more information. |
Force Send Layers | Select the Layers that this Collider 2D is allowed to send forces to during a Collision contact with another Collider2D. Refer to its API documentation for more information. |
Force Receive Layers | Select the Layers that this Collider 2D can receive forces from during a Collision contact with another Collider2D. Refer to its API documentation for more information. |
Contract Capture Layers | Select the Layers of other Collider 2D, involved in contacts with this Collider2D, that will be captured. Refer to its API documentation for more information. |
Callback Layers | Select the Layers that this Collider 2D, during a contact with another Collider2D, will report collision or trigger callbacks for. Refer to its API documentation for more information. |
EdgeCollider2D
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.