The Edge 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 2D component is a Collider 2D that interacts with the 2D physics system. The collider’s shape is an edge made of line segments that you can adjust to fit the shape 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 or any other shape freel6. The collider’s start and end points don’t need to meet or enclose an area to function (unlike the Polygon Collider 2D), and can form a straight line or other single edge shapes.
Property | Function | |
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Edit Collider | Select Edit Collider to make the collider outline editable. See Editing in Edit Collider mode for the actions and shortcuts available when Edit Collider is enabled. | |
Material | Select the Physics Material 2DUse to adjust the friction and bounce that occurs between 2D physics objects when they collide More info See in Glossary 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. |
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Is Trigger | Enable this if you want this Collider 2D to behave as a trigger. The physics system ignores this Collider when this is enabled. | |
Used by Effector | Enable this if you want the Collider 2D to be used by an attached Effector 2D. | |
Offset | Set the local offset values of the Collider 2D geometry. | |
Edge Radius | Set a value that forms a radius around the edge of the Collider. This results in a larger Collider 2D with rounded convex corners. The default value is 0 (no radius). | |
Points | Expand to view read-only information about the complexity of the generated Collider. | |
Use Adjacent Start Point | Enable this property to calculate the collision response using the Adjacent Start Point to form the collision normal when a collision occurs at the Edge Collider’s start point. | |
Adjacent Start Point X/Y | Set the x and y-coordinates of the Adjacent Start Point. | |
Use Adjacent End Point | Enable this property to calculate the collision response using the Adjacent End Point to form the collision normal when a collision occurs at the Edge Collider’s end point. | |
Adjacent End Point X/Y | Set the x and y-coordinates of the Adjacent End Point. | |
Layer Overrides | Expand for the Layer override settings. | |
Layer Override Priority | Assign the decision priority that this Collider2D uses when resolving conflicting decisions on whether a contact between itself and another Collision2D should happen or not. Refer to its API page for more information. | |
Include Layers | Select the additional Layers that this Collider 2D should include when deciding if a contact with another Collider2D should happen or not. Refer to its API documentation for more information. | |
Exclude Layers | Select the additional Layers that this Collider 2D should exclude when deciding if a contact with another Collider2D should happen or not. Refer to its API documentation for more information. | |
Force Send Layers | Select the Layers that this Collider 2D is allowed to send forces to during a Collision contact with another Collider2D. Refer to its API documentation for more information. | |
Force Receive Layers | Select the Layers that this Collider 2D can receive forces from during a Collision contact with another Collider2D. Refer to its API documentation for more information. | |
Contract Capture Layers | Select the Layers of other Collider 2D, involved in contacts with this Collider2D, that will be captured. Refer to its API documentation for more information. | |
Callback Layers | Select the Layers that this Collider 2D, during a contact with another Collider2D, will report collision or trigger callbacks for. Refer to its API documentation for more information. |
The actions and shortcuts available when Edit Collider is enabled.
Action | Function |
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Click and drag vertex or edge. | Move the selected vertex and edge to a different position. |
Click anywhere along an edge. | Create a new vertex by clicking an empty space along the edge. |
Hold the Ctrl(macOS:Cmd) key and select a vertex or edge. | Deletes the selected vertex or edge. |
EdgeCollider2D