Circle Collider 2D component reference
Refer to the Circle Collider 2D component properties to create circular colliders.
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The Circle Collider 2D component is a Collider 2D that interacts with the 2D physics system for collision detection. This collider is circular in shape, with a defined position and radius within the local coordinate space of a sprite. Adjust the component properties to change the shape and behavior of the collider.
Property | Function |
|---|---|
| Material | Select the Physics Material 2D that determines properties of collisions, such as friction and bounce. |
| Is Trigger | Enable this if you want the collider to behave as a trigger. The physics system ignores the collider when you enable this option. |
| Used By Effector | Enable this if you want an attached Effector 2D component to use the collider. |
| Composite Operation | If a Composite Collider 2D component is attached to the same GameObject, sets how the component combines the collision shapes. The options are:
|
| Offset | Set the local offset values of the Collider 2D geometry. |
| Radius | Set the radius of the Circle Collider 2D in local space units. |
| Layer Overrides | Expand for the layer override settings. |
| Layer Override Priority | Sets the decision priority when this collision shape collides with another collision shape. Refer to its API documentation for more information. |
| Include Layers | Sets the layers this collision shape collides with. Refer to |
| Exclude Layers | Sets the layers this collision shape doesn't collide with. Refer to |
| Force Send Layers | Sets the layers this collision shape sends forces to during collisions. Refer to |
| Force Receive Layers | Sets the layers this collision shape can receive forces from during collisions. Refer to |
| Contact Capture Layers | Sets the layers of other Collider 2D components to capture during collisions. Refer to |
| Callback Layers | Sets the layers to report collisions or triggers with. Refer to |