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Unity Engine


Box Collider 2D component reference

Refer to the Box Collider 2D component properties to create rectangular or square colliders.
Read time 3 minutesLast updated 20 days ago

The Box Collider 2D component is a Collider 2D that interacts with the 2D physics system for collision detection. This collider is a rectangle with a defined position, width, and height in the local coordinate space of a sprite. Adjust the component properties to change the shape and behavior of the collider.
Note
The selection rectangle is axis-aligned, with its edges parallel to the x or y axes of local space.

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, Used By Effector, and Edge Radius.
Auto TilingEnable this if the Sprite Renderer component for the selected Sprite has the 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.
OffsetSet the local offset values of the collider geometry.
SizeSet the size of the box in local space units.
Edge RadiusSet a value that forms a radius around the edge of the collider. This results in a larger collider with rounded convex corners. The default value is 0 (no radius).
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