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Unity Engine


Polygon Collider 2D component reference

Refer to the Polygon Collider 2D component properties to create freeform colliders.
Read time 3 minutesLast updated 19 days ago

The Polygon Collider 2D component is a Collider 2D that interacts with the 2D physics system. This collider's shape is a freeform edge of line segments that you can adjust to fit the shape of a sprite or any other shape. Note: The edge must completely enclose an area for the collider to work.

Property

Function

Edit ColliderSelect this to edit the collider's geometry by editing and moving its vertices.
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.
Auto TilingEnable this if the Sprite Renderer component for the selected sprite has its Draw Mode set to Tiled. This enables automatic updates to the shape of the Collider 2D, allowing the shape to automatically readjust when the Sprite’s dimensions change. If you don’t enable Auto Tiling, the Collider 2D geometry doesn’t automatically repeat.
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.
Use Delaunay MeshEnables Unity using a Delaunay triangulation algorithm to generate the collision shapes. Enabling this property can improve collision shapes for complex shapes, but can reduce performance.
PointsExpand to view information about the complexity of the generated collider.
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
.
InfoExpand for read-only physics system related information about the collider.

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