Box geometry.
A bounding box around the entity and its descendants.
Convex geometry.
A convex-hull around the entity and its descendants.
Custom geometry.
Uses custom physics geometry generated using an external tool.
Mesh geometry.
Uses the meshes of any graphics components on the entity and its descendants. May only be used with kinematic rigid bodies. Computationally expensive and suffers from tunnelling. Avoid using where possible.
No collision geometry.
A rigid body without collision geometry does not collide with anything and will not block sensors.
Infinite plane collision geometry.
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 geometry.
A bounding sphere around the entity and its descendants.
Generated using TypeDoc
The type of collision geometry for a physics component.