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Unity Studio
  • What's new in Unity Studio
  • Introduction to Unity Studio
  • Launch Unity Studio
  • Create your first Unity Studio project
  • Develop with Unity Studio
    • The Unity Studio interface
    • Save your progress
    • GameObjects
      • Work with GameObjects
      • Components
        • Introduction to components
        • Work with components on a GameObject
        • Transform component
        • Collider components
        • Physics components
        • Light components
        • Mesh Renderer component
        • Skinned Mesh Renderer component
        • Audio Source component
        • Video Player component
        • Animation component reference
        • Logic component
      • Empty objects and Parent empty objects
      • Primitives
      • Camera
      • Lights
    • Assets
    • Materials
    • Scene settings
    • Logic
    • The UI Creator
    • Animation
    • AI features
  • Collaborate in Unity Studio
  • Export drafts to the Unity Editor
  • Publish and share
  • Troubleshooting Unity Studio issues
  • Report bugs and share feedback
  • Manage your analytics and marketing preferences
  1. Unity Studio
  2. Develop with Unity Studio
  3. GameObjects
  4. Components

Collider components

Add Collider components to your GameObjects to give them boundaries for collisions and interactions.
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최근 업데이트: 7달 전

Use colliders to define which parts of an object respond to physical interactions and to detect collisions, clicks, or touches. You can also add multiple colliders to a single GameObject to represent complex shapes.
팁
To make an object respond to clicks or interactions, add a collider and enable the Use as Trigger option.

Collider types

Collider components come in different shapes to fit your objects. Choose the one that best matches your object's shape for accurate interactions.
팁
Drag the transform values left and right to progressively change the collider to match the shape of your GameObject more closely.

A Box Collider is a physics collider shaped like a rectangular box (cube or cuboid). Use this collider on straight-edged objects that need to detect or respond to collisions. For example, boxes, walls, and platforms. You can adjust its size and center to fit your mesh.

Property

Description

Use as TriggerEnable to let other objects pass through this object without collision, but still fire events when the objects overlap. Disable to make the object unable to pass through.
CenterDefine the center of the object where the collider starts from.
SizeChange the size of the collider.

A Sphere Collider is a physics collider shaped like a sphere. Use this collider for spherical or round objects that need to detect or respond to collisions.

Property

Description

Use as TriggerEnable to allow other objects to overlap with this object, which means no physical collisions take place. The collider can still fire events when it detects another object. Disable to keep the object able to collide with others.
CenterDefine the center of the object where the collider starts from.
RadiusChange the size of the collider.

A Capsule Collider is a physics collider shaped like a capsule. Use this collider on cylindrical objects that need to detect or respond to collisions. You can adjust its size and center to fit your mesh.

Property

Description

Use as TriggerEnable to let other objects pass through this object without collision, but still fire events when the objects overlap. Disable to make the object unable to pass through.
CenterDefine the center of the object where the collider starts from.
DirectionChange which direction the collider scales in.
RadiusSet the collider's size around its center.
HeightThe height of the collider.

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

ConvexDefine the center of the object where the collider starts from.
Is TriggerEnable to make the object able to pass through, but can fire events when it detects another object. Disable to keep the object collidable.

Additional resources

  • Unity Engine - Colliders
  • Components

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  • 보고 있는 페이지
    • Collider types

    • Additional resources


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