Version: 2023.2
言語: 日本語
Introduction to primitive collider shapes
Sphere collider component reference

Box collider component reference

The Box collider is a built-in cube-shaped collider. It is useful for in-application items such as boxes and crates, or as a simple collider shape that you can stretch and flatten to make ledges, steps, and any other cuboid objects.

The Box collider is a low-poly shape, with low resource requirements.

プロパティ 説明 
Edit Collider Enable the Edit Collider button to display the collider’s contact points in the Scene view. You can click and drag these contact points to modify the size and shape of the collider. Alternatively, use the Center and Size properties.
Is Trigger Enable Is Trigger to 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 Enable Provides Contacts to 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.
Material Add the Physic Material component that determines the friction and bounciness of this collider.
中央 Define the position of the collider on each axis in the GameObject’s local space. By default, this is set to (0, 0, 0).
Size Define the size of the collider on each axis, in Unity units. By default, this is set to (1, 1, 1).

Layer overrides

The Layer Overrides section provides properties that allow you to override the project-wide Layer-based collision detection settings for this collider.

プロパティ 説明 
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.
Introduction to primitive collider shapes
Sphere collider component reference