To configure collision between GameObjects in Unity, you need to use colliders. colliders define the shape of a GameObject for the purposes of physical collisions. You can then use these colliders to manage collision events. You can configure collisions via collider components, or their corresponding C# class.
This documentation describes how to configure collisions and collision events, and how colliders interact with each other and their environment.
トピック | 説明 |
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Introduction to collision | Overview of the fundamental concepts around physics collision in Unity. |
Collider types | The different collider types (static, kinematic, and dynamic), and how collider behaviour differs depending on the collider’s physics body configuration. |
Collider shapes | The different collider shapes available, and how collider shape complexity affects performance. |
Collider surfaces | How PhysX handles friction and bounciness on a collider’s surface, and how to configure surface properties for each collider. |
Collider interactions and events | How collisions can call events and functions to trigger changes at run time. |
Collision detection | How PhysX detects collisions in Unity, and how to select the right algorithm depending on your collider configuration for optimal performance. |