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Unity Engine


Unity Engine


Box collider component reference

Reference page for the Box collider component.
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The Box collider is a built-in cube-shaped collider. It is useful for in-application items such as boxes and crates, or as a simple collider shape that you can stretch and flatten to make ledges, steps, and any other cuboid objects.
The Box collider is a low-poly shape, with low resource requirements.

Property

Description

Edit ColliderEnable the Edit Collider button to display the collider’s contact points in the Scene view. You can click and drag these contact points to modify the size and shape of the collider. Alternatively, use the Center and Size properties.
Is TriggerEnable Is Trigger to use the collider as a trigger for events. When Is Trigger is enabled, other colliders pass through this collider, and trigger the messages
OnTriggerEnter
,
OnTriggerStay
, and
OnTriggerExit
.
Provides ContactsEnable Provides Contacts to generate contact information for this collider at all times. Usually, a collider only generates contact data if there is something to send it to; in this case, the messages
OnCollisionEnter
,
OnCollisionStay
, or
OnCollisionExit
. When Provides Contacts is enabled, the collider generates contact data for the physics system at all times. Contact generation is resource-intensive, so Provides Contacts is disabled by default.
MaterialAdd the Physics Material component that determines the friction and bounciness of this collider.
CenterDefine the position of the collider on each axis in the GameObject's local space. By default, this is set to (0, 0, 0).
SizeDefine the size of the collider on each axis, in Unity units. By default, this is set to (1, 1, 1).

Layer overrides

The Layer Overrides section provides properties that allow you to override the project-wide Layer-based collision detection settings for this collider.

Property

Description

Layer Override PriorityDefine the priority of this collider override. When two colliders have conflicting overrides, the settings of the collider with the higher value priority are taken.
For example, if a collider with a Layer Override Priority of 1 collides with a Collider with a Layer Override Priority of 2, the physics system uses the settings for the Collider with the Layer Override Priority of 2.
Include LayersChoose which Layers to include in collisions with this collider.
Exclude LayersChoose which Layers to exclude in collisions with this collider.