Enumeration COLLIDER_TYPE

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.

Enumeration Members

CAPSULE: 2
CONE: 4
CONVEX: 6
CUBE: 0
CYLINDER: 3
PYRAMID: 5
SPHERE: 1