The 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 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 takes a mesh asset and builds a collider that matches the geometry of that mesh. It’s more accurate for collisionA 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 detection than using primitives, and is a better option for complicated meshes.
Mesh colliders that are marked as Convex can collide with other mesh colliders.
Property | Description |
---|---|
Convex | Make the mesh collider collide with other mesh colliders. Convex mesh colliders are limited to 255 triangles. |
Is Trigger | Use the collider as a trigger for events. When Is Trigger is enabled, other colliders pass through this collider, and trigger the messages OnTriggerEnter , OnTriggerStay , and OnTriggerExit . |
Provides Contacts | Generate contact information for this collider at all times. Usually, a collider only generates contact data if there is something to send it to; in this case, the messages OnCollisionEnter , OnCollisionStay , or OnCollisionExit . When Provides Contacts is enabled, the collider generates contact data for the physics system at all times. Contact generation is resource-intensive, so Provides Contacts is disabled by default. |
Cooking Options | Enable or disable the mesh cooking options that affect how the physics system processes meshes. When you set the Cooking Options to any other value than the default settings (that is, everything enabled except None), the mesh collider must use a mesh that has an isReadable value of true . For details on mesh cooking, refer to Prepare a mesh for mesh colliders. Select from the following options:
|
Material | Reference to the Physics MaterialA physics asset for adjusting the friction and bouncing effects of colliding objects. More info See in Glossary that determines how this collider interacts with others. |
Mesh | Reference to the mesh to use for collisions. |
The Layer Overrides section provides properties that allow you to override the project-wide Layer-based collision detection settings for this collider.
Property | Description |
---|---|
Layer Override Priority | Define the priority of this collider override. When two colliders have conflicting overrides, the settings of the collider with the higher value priority are taken. For example, if a collider with a Layer Override Priority of 1 collides with a Collider with a Layer Override Priority of 2, the physics system uses the settings for the Collider with the Layer Override Priority of 2. |
Include Layers | Choose which Layers to include in collisions with this collider. |
Exclude Layers | Choose which Layers to exclude in collisions with this collider. |
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