Collider
The Collider of a physical game object is used to define the object's collision bounds and to detect contact with other objects.
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The Collider of a physical game object is used to define the object's collision bounds and to detect contact with other objects.
Last updated
Collider can be thought of as an invisible physical shape of an object. For example, a physical vase in your game will be represented by two separate shapes: a shape visible to the player—probably, a complex one—and a simplified invisible physical shape, a cylinder, to approximately match the visible part of your vase. The collider types you can use in MANU are described below:
This is a rectangular cuboid that is useful for items such as crates or chests. You can also use a thin box collider as a floor, wall, or a ramp.
This is a basic sphere-shaped element. It works well for balls, obviously, and other objects that need to roll and tumble, for example, falling boulders.
This is an element that is made of two half-spheres joined together by a cylinder. It is suitable for pillars and can be combined with other colliders for unusual shapes.
This is an element that implements a flat collision surface. Note that the plane collider is infinite.
This is a basic cylinder-shaped element that can be handy for creating posts, rods, and wheels.
This is a basic cone-shaped element. It is perfect for tree crowns. You can also use it to create compound colliders.
This is a shape that completely encloses a set of points. Convex hulls are usually used for imported objects of complex shapes. Note that convex hull colliders can be simplified to save computational resources.
Note that you can change collider parameters like position and size to suit your game needs. You can do it by using the Gizmo of an object or by changing the required parameters manually in the Inspector panel. Besides, you can use the Reset button next to the collider type to reset the collider settings to the default values, if necessary. See the image below.