Collisions

Abhishek Smith

Abhishek Smith

Building Outscal | Land Jobs in the gaming industry | EA, Epic Games, TCS, | CMU, IIT K

Basic Collider Setup

  • Enabled: Toggle collision detection
  • IsTrigger: Pass-through collision detection
  • PhysicMaterial: Control bounce and friction
  • ContactOffset: Fine-tune collision detection distance


Collider Types & Properties

  • BoxCollider: Simple cubic collision, size & center
  • SphereCollider: Radius-based collision, perfect for rolling
  • CapsuleCollider: Character controllers, standing objects
  • MeshCollider: Complex shape collision, performance heavy
  • TerrainCollider: Landscape collision
  • WheelCollider: Vehicle physics & suspension

Collision Events

  • OnCollisionEnter: First contact
  • OnCollisionStay: Continuous contact
  • OnCollisionExit: End of contact
  • OnTriggerEnter: Enter trigger zone
  • OnTriggerStay: Inside trigger zone
  • OnTriggerExit: Exit trigger zone

Physics Detection

  • Raycast: Line-based object detection
  • BoxCast: Box-shaped detection beam
  • SphereCast: Sphere-shaped detection sweep
  • OverlapSphere: Find objects in radius
  • OverlapBox: Find objects in box area
  • RaycastAll: Get all objects in ray path

Pro Tips

  • Use simple colliders (Box, Sphere) over Mesh for performance
  • Combine multiple simple colliders instead of one complex MeshCollider
  • Cache collision results for better performance
  • Use RaycastNonAlloc for optimized memory usage

Common Pitfalls

  • Setting MeshCollider convex without understanding implications
  • Heavy calculations in collision callbacks
  • Forgetting to set proper collision layers
  • Using too many overlapping colliders
  • Not considering physics performance impact

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