The Rigidbody that this collider is attached to. This handles the physics simulation for this collider.
The center position of the sphere collider relative to the transform's position.
Optional
filterThe layers that this collider will interact with. Used for filtering collision detection.
Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality
Unique identifier for this component instance, used for finding and tracking components
When true
the collider will not be used for collision detection but will still trigger events.
Trigger colliders can trigger events when other colliders enter their space, without creating a physical response/collision.
The layers that this collider belongs to. Used for filtering collision detection.
The radius of the sphere collider.
Optional
sharedThe physics material that defines physical properties of the collider such as friction and bounciness.
Optional
sourceIdentifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from
Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls
True if the component is enabled and all parent GameObjects are active
Returns the underlying physics body from the physics engine. Only available if the component is enabled and active in the scene.
Checks if this component has been destroyed
True if the component or its GameObject has been destroyed
Controls whether this component is enabled Disabled components don't receive lifecycle callbacks
Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
The layer value of the GameObject this component is attached to Used for visibility and physics filtering
The name of the GameObject this component is attached to Used for debugging and finding objects
Gets the right direction vector (1,0,0) of this component's GameObject in world space
Shorthand accessor for the current scene from the context
The scene this component belongs to
Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine
The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup
Gets the up direction vector (0,1,0) of this component's GameObject in world space
Gets the rotation of this component's GameObject in world space as a quaternion
Note: This is equivalent to calling this.gameObject.worldQuaternion
Sets the rotation of this component's GameObject in world space using a quaternion
The world rotation quaternion to set
Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
Note: This is equivalent to calling this.gameObject.worldRotation
Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
The world rotation vector to set (in degrees)
Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks
Dispatches an event to all registered listeners
The event object to dispatch
Always returns false (standard implementation of EventTarget)
Optional
earlyCalled at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.
Optional
lateCalled after all update functions have been called. Use for calculations that depend on other components being updated first.
Optional
onCalled after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering
Optional
onCalled immediately before the scene is rendered.
Current XRFrame if in an XR session, null otherwise
Optional
onCalled before an XR session is requested Use to modify session initialization parameters
The XR session mode being requested
The session initialization parameters that can be modified
Optional
onCalled when this component's collider begins colliding with another collider.
Information about the collision that occurred
Optional
onCalled when this component's collider stops colliding with another collider.
Information about the collision that ended
Optional
onCalled each frame while this component's collider is colliding with another collider
Information about the ongoing collision
Called when the component is destroyed. Use for cleanup operations like removing event listeners
Removes scale change monitoring when the collider is disabled.
Registers the sphere collider with the physics engine and sets up scale change monitoring.
Optional
onCalled when this component joins an XR session or becomes active in a running session
Event data for the XR session
Optional
onCalled when this component exits an XR session or becomes inactive during a session
Event data for the XR session
Optional
onCalled when the context's pause state changes.
Whether the context is currently paused
The previous pause state
Optional
onCalled when a pointer completes a click interaction with this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer button is pressed while over this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer enters this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer exits this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer moves while over this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer button is released while over this component's GameObject
Data about the pointer event
Optional
onCalled when this component's trigger collider is entered by another collider
The collider that entered this trigger
Optional
onCalled when another collider exits this component's trigger collider
The collider that exited this trigger
Optional
onCalled each frame while another collider is inside this component's trigger collider
The collider that is inside this trigger
Optional
onCalled each frame while this component is active in an XR session
Event data for the current XR frame
Updates collider properties when validated in the editor or inspector.
Optional
onXRControllerCalled when an XR controller is connected or when this component becomes active in a session with existing controllers
Event data for the controller that was added
Optional
onXRControllerCalled when an XR controller is disconnected or when this component becomes inactive during a session with controllers
Event data for the controller that was removed
Optional
resolveCalled when this component needs to remap guids after an instantiate operation.
Mapping from old guids to newly generated guids
Sets the position of this component's GameObject in world space using individual coordinates
X-coordinate in world space
Y-coordinate in world space
Z-coordinate in world space
Sets the rotation of this component's GameObject in world space using quaternion components
X component of the quaternion
Y component of the quaternion
Z component of the quaternion
W component of the quaternion
Sets the rotation of this component's GameObject in world space using individual Euler angles
X-axis rotation
Y-axis rotation
Z-axis rotation
Whether the values are in degrees (true) or radians (false)
Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.
Generator function to start
Event to register the coroutine for (default: FrameEvent.Update)
The generator function that can be used to stop the coroutine
Stops a coroutine that was previously started with startCoroutine
The routine to be stopped
The frame event the routine was registered with
Optional
supportsXRDetermines if this component supports a specific XR mode
The XR session mode to check support for
True if the component supports the specified mode
Optional
updateCalled once per frame during the main update loop. The primary location for frame-based game logic.
Updates the physics material in the physics engine. Call this after changing the sharedMaterial property.
Updates the collider's properties in the physics engine. Use this when you've changed collider properties and need to sync with the physics engine.
SphereCollider represents a sphere-shaped collision volume. Useful for objects that are roughly spherical in shape or need a simple collision boundary.