# Collision

> Use colliders to configure collisions between GameObjects.

To configure collision between GameObjects in Unity, you need to use colliders. Colliders define the shape of a GameObject for the purposes of physical collisions. You can then use these colliders to manage collision events. You can configure collisions via collider components, or their corresponding C# class.

This documentation describes how to configure collisions and collision events, and how colliders interact with each other and their environment.

| **Topic**                                                                                                                                 | **Description**                                                                                                                                           |
| ----------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Introduction to collision](/engine/6000.7/manual/physics-section/physics-overview/collision-section/colliders-overview.md)               | Overview of the fundamental concepts around physics collision in Unity.                                                                                   |
| [Introduction to collider types](/engine/6000.7/manual/physics-section/physics-overview/collision-section/collider-types-introduction.md) | The different collider types (static, kinematic, and dynamic), and how collider behaviour differs depending on the collider's physics body configuration. |
| [Collider shapes](/engine/6000.7/manual/physics-section/physics-overview/collision-section/collider-shapes.md)                            | The different collider shapes available, and how collider shape complexity affects performance.                                                           |
| [Collider surfaces](/engine/6000.7/manual/physics-section/physics-overview/collision-section/collider-surfaces.md)                        | How PhysX handles friction and bounciness on a collider's surface, and how to configure surface properties for each collider.                             |
| [Collider interactions and events](/engine/6000.7/manual/physics-section/physics-overview/collision-section/collider-interactions.md)     | How collisions can call events and functions to trigger changes at run time.                                                                              |
| [Collision detection](/engine/6000.7/manual/physics-section/physics-overview/collision-section/collision-detection.md)                    | How PhysX detects collisions in Unity, and how to select the right algorithm depending on your collider configuration for optimal performance.            |
