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