Collider
class in UnityEngine · UnityEngine.PhysicsModule · inherits from Component
Base class for 3D colliders. A collider joins the nearest Rigidbody up its hierarchy, or is static. Its shape scales with the transform.
Properties 11
Rigidbody? attachedRigidbody { get; }The nearest Rigidbody on this object or up its hierarchy.
Bounds bounds { get; }World-space bounds of the shape.
float contactOffset { get; set; }bool enabled { get; set; }LayerMask excludeLayers { get; set; }Layers this collider never contacts; its rigidbody's add to them.
LayerMask includeLayers { get; set; }Layers this collider also contacts (past the layer matrix); its rigidbody's add to them.
bool isTrigger { get; set; }int layerOverridePriority { get; set; }Which collider's overrides win when two disagree (the higher; a tie means no contact).
PhysicsMaterial material { get; set; }This collider's own copy of its material, made on first access.
bool providesContacts { get; set; }Methods 3
Vector3 ClosestPoint(Vector3 position)The point on or in the collider nearest position (itself when inside). Boxes, spheres and capsules are exact; other shapes use their bounds.
Vector3 ClosestPointOnBounds(Vector3 position)The point on the collider's world bounds closest to position.
bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance)A ray against this collider alone.
Not in Tassix yet 4
GeometryHolder GetGeometry attachedArticulationBody hasModifiableContacts