All collider components inherit from the abstract
Collider base class and share common surface properties. The Rigidbody component must be on the same GameObject as the colliders it should drive.Collider base properties
Every collider type exposes the following shared properties.When
true the collider is fixed in the world and does not move with its GameObject’s transform. Concave shapes (e.g. ModelCollider with mesh hulls) are always static.Makes the shape a trigger volume. Triggers detect overlaps but do not physically block other objects. Use the
OnTriggerEnter / OnTriggerExit callbacks to respond.Overrides the surface friction.
null defers to the material default. Valid range is 0–1 (values above 1 give very grippy friction).Overrides surface bounciness.
null defers to the material default. Range 0–1.Controls how easily rolling shapes (spheres, capsules) roll on surfaces. Range 0–1.
The physical surface material. Drives friction, elasticity, footstep sounds, and other surface-specific effects.
Local surface velocity. Useful for conveyor belts — objects resting on the collider slide in this direction.
Trigger callbacks
Fires when another collider begins overlapping this trigger.
Fires when another collider stops overlapping this trigger.
Same as
OnTriggerEnter but provides the entering GameObject instead of the Collider.Same as
OnTriggerExit but provides the exiting GameObject.Collider types
- BoxCollider
- SphereCollider
- CapsuleCollider
- ModelPhysics
Rigidbody
Rigidbody adds dynamic physics to a GameObject. The engine integrates forces and resolves collisions each physics step, then writes the resulting position and rotation back to the transform.
Motion properties
Enables dynamic motion. Set to
false to make the body kinematic — it still participates in collision but is moved by code rather than physics forces.Current linear velocity in world space. Readable and writable. On network proxies this returns the last synced value.
Current angular velocity in world space (radians per second). Readable and writable.
Whether gravity is applied to this body.
Multiplier for the scene gravity.
2 doubles gravity; 0 disables it without removing the flag.Drag applied to linear velocity each step.
Drag applied to angular velocity each step.
Bit-mask that constrains position or rotation axes.
Mass properties
Actual mass computed from the attached shapes (read-only).
Override the calculated mass. Only applied when greater than zero.
Center of mass in local space (read-only).
When
true, uses MassCenterOverride instead of the calculated center.Manual center of mass in local space, used when
OverrideMassCenter is true.State
Whether the body is currently sleeping. Set to
true to force sleep; the engine wakes it on contact.Body starts the scene in a sleeping state.
Enables enhanced continuous collision detection for fast-moving objects such as projectiles.
Physics body
The underlying native physics body. Use this for low-level operations. Can be
null if the component is disabled.Methods
| Method | Description |
|---|---|
ApplyForce(Vector3 force) | Applies a continuous force this physics step. |
ApplyForceAt(Vector3 pos, Vector3 force) | Applies a force at a world-space point (generates torque). |
ApplyImpulse(Vector3 force) | Applies an instantaneous impulse (e.g. bullet impact). |
ApplyImpulseAt(Vector3 pos, Vector3 force) | Applies an instantaneous impulse at a world-space point. |
ApplyTorque(Vector3 force) | Applies angular force around the body’s axes. |
ClearForces() | Discards accumulated forces for the current step. |
SmoothMove(Transform, float, float) | Moves the body cooperatively with the physics engine. |
SmoothRotate(Rotation, float, float) | Rotates the body cooperatively with the physics engine. |
GetVelocityAtPoint(Vector3) | World-space velocity at a specific point (includes rotational contribution). |
FindClosestPoint(Vector3) | Nearest point on the body’s convex shapes to a world-space position. |