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
See in Glossary 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
See in Glossary 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 See in Glossary 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 See in Glossary 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 See in Glossary component. |