The type of collision geometry for a physics component.
Remarks
For certain collision geometry (Sphere, Box, Convex), the geometry of descendants that don't have physics components are included.
When a descendant does have a physics component, the geometry of that descendant and any of its descendants are excluded.
A bounding box around the entity and its descendants that don't have physics components.
Convex
Convex:4
Convex geometry.
Remarks
A convex-hull around the graphics geometry/mesh of the entity.
Convex-hulls are also created for any descendants that don't have physics components.
Custom
Custom:6
Custom geometry.
Remarks
Uses custom physics geometry generated using the custom collider tool.
Nonconvex
Nonconvex:5
Mesh geometry.
Remarks
Uses the graphics meshes of the entity and any descendants that don't have physics component.
May only be used with kinematic rigid bodies. Computationally expensive and suffers from tunnelling.
Avoid using where possible.
None
None:0
No collision geometry.
Remarks
A rigid body without collision geometry does not collide with anything and will not block sensors.
Can be used to exclude descentant entities from the collision geometry of an ancestor.
Plane
Plane:1
Infinite plane collision geometry.
Remarks
An infinite plane aligned with the local yz-plane and normal in the local x-axis.
May only be used with kinematic rigid bodies.
Sphere
Sphere:2
Sphere geometry.
Remarks
A bounding sphere around the entity and its descendants that don't have physics components.
The type of collision geometry for a physics component.
Remarks
For certain collision geometry (Sphere, Box, Convex), the geometry of descendants that don't have physics components are included. When a descendant does have a physics component, the geometry of that descendant and any of its descendants are excluded.