Different types of collider shapes, with different options in scaling BOX = Vector3(length, height, depth),
SPHERE = Vector3(diameter, x, x), CAPSULE = Vector3(diameter, height, x), CYLINDER = Vector3(diameter, height, x),
CONE = Vector(diameter, height, x), PYRAMID = Vector3(length, height, depth); x == unused.
CONVEX = ComponentMesh needs to be available in the RB Property convexMesh, the points of that component are used to create a collider that matches,
the closest possible representation of that form, in form of a hull. Convex is experimental and can produce unexpected behaviour when vertices
are too close to one another and the given vertices do not form a in itself closed shape and having a genus of 0 (no holes). Vertices in the ComponentMesh can be scaled differently
for texturing/normal or other reasons, so the collider might be off compared to the visual shape, this can be corrected by changing the pivot scale of the ComponentRigidbody.
Different types of collider shapes, with different options in scaling BOX = Vector3(length, height, depth), SPHERE = Vector3(diameter, x, x), CAPSULE = Vector3(diameter, height, x), CYLINDER = Vector3(diameter, height, x), CONE = Vector(diameter, height, x), PYRAMID = Vector3(length, height, depth); x == unused. CONVEX = ComponentMesh needs to be available in the RB Property convexMesh, the points of that component are used to create a collider that matches, the closest possible representation of that form, in form of a hull. Convex is experimental and can produce unexpected behaviour when vertices are too close to one another and the given vertices do not form a in itself closed shape and having a genus of 0 (no holes). Vertices in the ComponentMesh can be scaled differently for texturing/normal or other reasons, so the collider might be off compared to the visual shape, this can be corrected by changing the pivot scale of the ComponentRigidbody.