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Unity Engine


Capsule Collider 2D component reference

Refer to the Capsule Collider 2D component properties to create cylindrical shaped collision areas with round ends.
Read time 3 minutesLast updated 19 days ago

The Capsule Collider 2D component is a Collider 2D that interacts with the 2D physics system. The capsule shape of the collider, with its smooth, round circumference and absence of vertex corners, allows for smoother movement along other colliders, preventing snagging on sharp corners.
Note
The capsule shape of the collider is solid and not hollow. Unity regards any other colliders that are inside the collider to be in constant contact with it. The colliders inside are gradually forced out of the collision shape over time.

Property

Function

MaterialSelect the Physics Material 2D that determines properties of collisions, such as friction and bounce.
Is TriggerEnable this if you want the collider to behave as a trigger. The physics system ignores the collider when you enable this option.
Used By EffectorEnable this if you want an attached Effector 2D component to use the collider.
Composite OperationIf a Composite Collider 2D component is attached to the same GameObject, sets how the component combines the collision shapes. The options are:
  • None: Doesn't combine the collision shapes.
  • Merge: Combines the collision shapes.
  • Intersect: Creates a collision shape from the overlapping area of the collision shapes.
  • Difference: Creates a collision shape from the non-overlapping area of the collision shapes.
  • Flip: Creates a collision shape from the non-overlapping area of the collision shapes, but also includes the area outside the collision shapes.
Note: When you set the value to an option other than None, the Composite Collider 2D component controls the following properties: Material, Is Trigger, and Used By Effector.
OffsetSet the local offset values of the collider geometry.
SizeSet the x and y values to define the size of the box region that the collider fills.
DirectionSelect the orientation of the collider. This determines the position and orientation of the curved ends of the collider shape. Refer to Configure Capsule Collider 2D for more details.
    VerticalSelect this to orient the ends of the collider shape upwards and downwards.
    HorizontalSelect this to orient the ends of the collider shape left and right.
Layer OverridesExpand for the layer override settings.
    Layer Override PrioritySets the decision priority when this collision shape collides with another collision shape. Refer to its API documentation for more information.
    Include LayersSets the layers this collision shape collides with. Refer to
Collider2D-includeLayers
.
    Exclude LayersSets the layers this collision shape doesn't collide with. Refer to
Collider2D-excludeLayers
.
    Force Send LayersSets the layers this collision shape sends forces to during collisions. Refer to
Collider2D-forceSendLayers
.
    Force Receive LayersSets the layers this collision shape can receive forces from during collisions. Refer to
Collider2D-forceReceiveLayers
.
    Contact Capture LayersSets the layers of other Collider 2D components to capture during collisions. Refer to
Collider2D-contactCaptureLayers
.
    Callback LayersSets the layers to report collisions or triggers with. Refer to
Collider2D-callbackLayers
.

Additional resources