Colliders :
Colliders are another kind of component that must be added alongside the Rigidbody in order to allow collisions to occur. If two Rigidbodies bump into each other, the physics engine will not calculate a collision unless both objects also have a Collider attached. Collider-less Rigidbodies will simply pass through each other during physics simulation.Add a Collider with the Component->Physics menu. View the Component Reference page of any individual Collider for more specific information:
Types Of Colliders :
1) Box Collider - primitive shape of a cube
2) Sphere Collider - primitive shape of a sphere
3) Capsule Collider - primitive shape of a capsule
4) Mesh Collider - creates a collider from the object's mesh, cannot collide with another Mesh Collider
5) Wheel Collider - specifically for creating cars or other moving vehicles
Box Collider
The Box Collider is a basic cube-shaped collision primitive.Properties
Material | Reference to the Physic Material that determines how this Collider interacts with others. | ||
IsTrigger | If enabled, this Collider is used for triggering events, and is ignored by the physics engine. | ||
Size | The size of the Collider in the X, Y, Z directions. | ||
Center | The position of the Collider in the object's local space. |
Sphere Collider
The Sphere Collider is a basic sphere-shaped collision primitive.Properties
Material | Reference to the Physic Material that determines how this Collider interacts with others. | ||||
IsTrigger | If enabled, this Collider is used for triggering events, and is ignored by the physics engine. | ||||
Radius | The size of the Collider. | ||||
Center | The position of the Collider in the object's local space. |
Capsule Collider
The Capsule Collider is made of two half-spheres joined together by a cylinder. It is the same shape as the Capsule primitive.Properties
Material | Reference to the Physic Material that determines how this Collider interacts with others. |
Is Trigger | If enabled, this Collider is used for triggering events, and is ignored by the physics engine. |
Radius | The radius of the Collider's local width. |
Height | The total height of the Collider. |
Direction | The axis of the capsule's lengthwise orientation in the object's local space. |
Center | The position of the Collider in the object's local space |
Mesh Collider
The Mesh Collider takes a Mesh Asset and builds its Collider based on that mesh. It is far more accurate for collision detection than using primitives for complicated meshes. Mesh Colliders that are marked as Convex can collide with other Mesh Colliders.Properties
Material | Reference to the Physic Material that determines how this Collider interacts with others. |
Is Trigger | If enabled, this Collider is used for triggering events, and is ignored by the physics engine. |
Mesh | Reference to the Mesh to use for collisions. |
Smooth Sphere Collisions | When this is enabled, collision mesh normals are smoothed. You should enable this on smooth surfaces eg. rolling terrain without hard edges to make sphere rolling smoother. |
Convex | If enabled, this Mesh Collider will collide with other Mesh Colliders. Convex Mesh Colliders are limited to 255 triangles. |
Cont ..... | |||
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