The Circle Collider__ 2D__ class is a 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 for use with 2D physics. The collider’s shape is a circle with a defined position and radius in 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.
|MaterialAn asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The available options for a Material depend on which Shader the Material is using. More info
See in Glossary
|A physics material 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||Check this if you want the Circle Collider 2D to behave as a trigger.|
|Used by Effector||Check this if you want the Circle Collider 2D to be used by an attached Effector 2D.|
|Offset||The local offset of the Circle Collider 2D geometry.|
|Radius||Radius of the circle in local space units.|
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