Quad primitive
Add a quad shape to your scene and edit its properties.
Read time 1 minuteLast updated 2 days ago
A Quad primitive is a GameObject that's made up of a single, flat, rectangular polygon made of two triangles. This shape is useful for simple decals, billboards, UI backdrops in 3D space, and sprites.
Quad properties
Select your Quad object in the Hierarchy to open the Inspector window, which contains the object's properties. The following properties are available by default on Cylinder primitives. You can add other components to your object to add more functionality.Change the values of this component to update the object's position, rotation, or size.
Property | Description |
|---|---|
| Position | Set or retrieve the object's location in 3D world space (X, Y, Z). |
| Rotation | Set or retrieve the object's rotation around the X, Y, and Z axes (degrees). |
| Scale | Use the X, Y, and Z values to change or retrieve the object's size. |
You need a Mesh Renderer component to display meshes in your scene. Without this component, a mesh can't be visible.
Property | Description |
|---|---|
| Mesh | Assign the mesh you want to show in your scene. |
| Materials | A list of materials that belong to this mesh. Expand the material to edit its properties. |
| Edit Material | Expand one of the materials to show this option. When you select this option, Unity Studio makes a copy of the material and assigns the copied material to the mesh. Because the material is a copy, you can change its properties without affecting other meshes that use the same original material. To change the material on all objects, refer to Edit the material in the My Assets folder. |
Material properties
Select Edit Material to change the properties of the material.For information about the material settings, refer to Material reference.A Mesh Collider is a collider that follows the exact shape of a 3D model for precise collisions. Use this collider type for complex or irregular objects where simpler colliders (box, sphere, capsule) don't fit well. Mesh Colliders are more accurate but can be more intensive than other colliders, so it might sometimes be more efficient to use or combine other collider types.
Property | Description |
|---|---|
| Convex | Define the center of the object where the collider starts from. |
| Is Trigger | Enable to make the object able to pass through, but can fire events when it detects another object. Disable to keep the object collidable. |
Adjust how objects move and interact with gravity. You can set the mass of the object and choose whether it’s affected by gravity.
Property | Description |
|---|---|
| Mass | Define the mass of the object. |
| Use Gravity | Enable for gravity to impact the object. Object falls during Play mode unless it's grounded. Disable for gravity to have no impact. |