The Sphere Collider is a basic sphere-shaped collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary primitive.
|Is Trigger||If enabled, this ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary is used for triggering events, and is ignored by the physics engineA system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. More info
See in Glossary.
|MaterialAn asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The available options for a Material depend on which Shader the Material is using. More info
See in Glossary
|Reference to the Physics Material that determines how this Collider interacts with others.|
|Center||The position of the Collider in the object’s local space.|
|Radius||The size of the Collider.|
The collider can be resized via the Radius property but cannot be scaled along the three axes independently (ie, you can’t flatten the sphere into an ellipse). As well as the obvious use for spherical objects like tennis balls, etc(Ericsson Texture Compression) A block-based texture format that compresses textures to significantly reduce file sizes without causing a noticable reduction in image quality. More info
See in Glossary, the sphere also works well for falling boulders and other objects that need to roll and tumble.
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