This page describes which event functions Unity generates based on the configuration of each 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 in a 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 pair.
When a pair of colliders make contact, they generate collision detectionAn automatic process performed by Unity which determines whether a moving GameObject with a Rigidbody and collider component has come into contact with any other colliders. More info
See in Glossary messages if the following are both true:
The following table describes each combination of collider types. A “Y” indicates a combination that can generate collision detection and collision messages.
Collision detection occurs and messages are sent upon collision | ||||||
---|---|---|---|---|---|---|
Static collider | Dynamic collider | Kinematic collider | Static trigger collider | Dynamic trigger collider | Kinematic trigger collider | |
Static collider | Y | |||||
Dynamic collider | Y | Y | Y | |||
Kinematic collider | Y | |||||
Static trigger collider | ||||||
Dynamic trigger collider | ||||||
Kinematic trigger collider |
Remember that Unity only applies physics forces to collider GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary that have a physics body (a Rigidbody or ArticulationBody). When a physics body collider collides with a static collider, only the physics body collider behavior changes as a result of the collision (for example, it might bounce or slow down as a result of the collision).
Trigger messages occur in the following circumstances:
The following table describes each combination of collider types. A “Y” indicates a combination that can generate trigger messages from any trigger collider in the pair.
Trigger messages are sent upon collision | ||||||
---|---|---|---|---|---|---|
Static collider | Dynamic collider | Kinematic collider | Static trigger collider | Dynamic trigger collider | Kinematic trigger collider | |
Static collider | Y | Y | ||||
Dynamic collider | Y | Y | Y | |||
Kinematic collider | Y | Y | Y | |||
Static trigger collider | Y | Y | Y | Y | ||
Dynamic trigger collider | Y | Y | Y | Y | Y | Y |
Kinematic trigger collider | Y | Y | Y | Y | Y | Y |