Collider component
The Collider component defines the shape of an entity for collision detection purposes.

A Collider component requires a Rigidbody component on the same entity or one of its parent entities.
Property | Description |
---|---|
Shape | Specifies the shape of the collider. Options include Box, Sphere, Capsule, Cylinder, and Mesh. |
Mass | Defines the mass of the entity, affecting how it responds to forces and collisions. |
Mass Center | Adjusts the center of mass for the collider, influencing its rotational behavior when forces are applied. |
Friction | Determines how the entity interacts with surfaces, affecting sliding and resistance. |
Restitution | Controls the bounciness of the entity when it collides with other objects. |
Collision Layer | Assigns the collider to specific layers, determining what it can collide with. (Note: Currently, configuring layers may be complex and is only recommended with advanced knowledge.) |
Collision Mask | Defines which layers the collider will interact with. (Note: Similar to Collision Layer, this is advanced and may be difficult to configure.) |
The Collider component can be assigned in two ways:
When importing a 3D model, the Model component provides an Apply Colliders checkbox. Enabling this option automatically assigns a collider to the model.
This approach is designed for users who do not need advanced physics configurations.
ℹ️ Add a Rigidbody to the Collider
A Rigidbody is still required. If you haven't added one, the system prompts you to add one under the same Apply Colliders option in the Model component.

For custom physics settings, you can manually add a Collider component to an entity. This provides full control over:
- Collider shape and size
- Collision layers and masks
- Friction and restitution settings
If this is your preferred approach, you must add a Rigidbody component manually as well.