![]() These colliders are much more processor-intensive than primitive types, however, so use them sparingly to maintain good performance. In 2D, the Polygon Collider 2D will generally not match the shape of the sprite graphic perfectly but you can refine the shape to any level of detail you like. In 3D, you can use Mesh Colliders to match the shape of the object’s mesh exactly. There are some cases, however, where even compound colliders are not accurate enough. ![]() Note, that primitive colliders will not work correctly with shear transforms - that means that if you use a combination of rotations and non-uniform scales in the tranform hierarchy so that the resulting shape would no longer match a primitive shape, the primitive collider will not be able to represent it correctly. When creating a compound collider like this, there should only be one Rigidbody component, placed on the root object in the hierarchy. Further flexibility can be gained by having additional colliders on child objects (eg, boxes can be rotated relative to the local axes of the parent object). With careful positioning and sizing, compound colliders can often approximate the shape of an object quite well while keeping a low processor overhead. Any number of these can be added to a single object to create compound colliders. In 2D, you can use the Box Collider 2D and Circle Collider 2D. ![]() In 3D, these are the Box Collider, Sphere Collider and Capsule Collider. The simplest (and least processor-intensive) colliders are the so-called primitive collider types. A collider, which is invisible, need not be the exact same shape as the object’s mesh and in fact, a rough approximation is often more efficient and indistinguishable in gameplay. Collider components define the shape of an object for the purposes of physical collisions. ![]()
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