Version: 2018.4
LanguageEnglish
  • C#

CompositeCollider2D.edgeRadius

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public float edgeRadius;

Description

Controls the radius of all edges created by the Collider.

The edge radius controls a radius extending around all edges of the Composite Collider. When an edge has zero radius it is effectively infinitely thin. When an edge has a radius greater than zero, each edge acts like a capsule shape with rounded ends. This results in a Composite Collider with rounded corners.

It is important to know that when using Rigidbody2D.useAutoMass, changing the edge radius does not change the calculated Rigidbody2D.mass even though the collision area has changed. The mass is calculated as if the edge radius is zero i.e. not used.