Version: Unity 6 Preview (6000.0)
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Introduction to collider shapes
Introduction to primitive collider shapes

Primitive collider shapes

Primitive collidersAn 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
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are defined by simple geometric shapes with a low number of polygons. They match Unity’s Primitive Objects, which are built-in GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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shapes.

Topic Description
Introduction to primitive collider shapes Overview of the primitive collider shapes (Box, Sphere and Capsule) in Unity.
Box collider component reference Reference page for the Box colliderA cube-shaped collider component that handles collisions for GameObjects like dice and ice cubes. More info
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component.
Sphere collider component reference Reference page for the Sphere colliderA sphere-shaped collider component that handles collisions for GameObjects like balls or other things that can be roughly approximated as a sphere for the purposes of physics. More info
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component.
Capsule collider component reference Reference page for the Capsule colliderA capsule-shaped collider component that handles collisions for GameObjects like barrels and character limbs. More info
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component.
Introduction to collider shapes
Introduction to primitive collider shapes