The collider filter indicates what groups the collider can interact with (e.g. group 3 and 4)
An empty array indicates that the collider can interact with all groups
Note: Make sure to call updateProperties after having changed this property
Note: Make sure to call updatePhysicsMaterial after having changed this property
The collider membership indicates what groups the collider is part of (e.g. group 2 and 3)
An empty array indicates that the collider is part of all groups
Note: Make sure to call updateProperties after having changed this property
Optional
sharedThe physics material determines how the collider interacts with other colliders (e.g. bouncyness)
Note: Make sure to call updatePhysicsMaterial after having changed this property
Returns the underlying physics body from the physics engine (if any) - the component must be enabled and active in the scene
Forward (0,0,-1) vector in world space
Right (1,0,0) vector in world space
Up (0,1,0) vector in world space
Optional
earlyOptional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
resolveOptional
updateGenerated using TypeDoc
When
true
the collider won't have holes or entrances.If you wan't this mesh collider to be able to contain other objects this should be set to
false