# Collider shapes

<span class="label label-doc-level">Beginner</span>
<span class="label label-doc-audience">Designer</span>

For [colliders](colliders.md) to interact, you need to set their shape in the **Property Grid**. You can specify a geometric shape, or use a collider shape asset.

![Select a collider shape](media/select-collider-shape.png)

Components can have multiple intersecting shapes, and don't have to match the entity model, if it has one. Each shape has additional properties including size, orientation, offset, and so on.

## Types of collider shape

### Box

![Box](media/box.png)

| Property       | Description |
| -------------- |-------------| 
| Is 2D | Makes the box infinitely flat in one dimension. |
| Size    | The box size in XYZ values. |
| Local offset     | The box position relative its entity.|
| Local rotation      | The box rotation in XYZ values.|

### Capsule

![Capsule](media/capsule.png)

The capsule shape is especially useful for character components, as its curved base lets the entity move to higher planes (eg when climbing staircases).

| Property       | Description |
| -------------- |-------------| 
| Is 2D | Makes the capsule infinitely flat in one dimension.|
| Length | The length of the capsule.|
| Radius | The radius of the capsule.|
| Orientation | The axis along which the shape is stretched (X, Y, or Z).|
| Local offset     | The capsule position relative to its entity.|
| Local rotation      | The capsule rotation in XYZ values.|

### Cone

![Cone](media/cone.png)

| Property       | Description |
| -------------- |-------------| 
| Height | The height of the cone.|
| Radius | The radius of the cone at the bottom end.|
| Orientation | The axis along which the shape is stretched (X, Y, or Z).|
| Local offset     | The cone position relative to its entity.|
| Local rotation      | The cone rotation in XYZ values.|

### Cylinder

![Cylinder](media/cylinder.png)

| Property       | Description |
| -------------- |-------------| 
| Height | The length of the cylinder.|
| Radius | The radius of the cylinder.|
| Orientation | Sets the axis along which the shape is stretched (X, Y, or Z).|
| Local offset     | The cylinder position relative to its entity.|
| Local rotation      | The cylinder  rotation in XYZ values.|

### Sphere

![Sphere](media/sphere.png)

| Property       | Description |
| -------------- |-------------| 
| Is 2D | Makes the sphere infinitely flat in one dimension. |
| Radius | The radius of the sphere.|
| Local offset     | The sphere position relative to its entity.|

### Infinite plane

![Infinite plane](media/infinite-plane.png)

The infinite plane covers an infinite distance across one dimension.
Think of it like a wall or floor stretching into the distance for ever.
You can use several infinite planes together to box users in and stop them "tunneling" outside the level.

| Property       | Description |
| -------------- |-------------| 
| Normal  | Which vector (X, Y, or Z) is perpendicular to the plane. For example, to make an infinite floor, set the normal property to: _X:0, Y:1, Z:0_. |
| Offset     | The plane position relative to its entity.|

### Asset

Assigns a collider shape from a collider shape asset (see **Collider shape assets** below).

| Property       | Description |
| -------------- |-------------| 
| Shape | The collider shape asset used to generate the collider shape.|

## Collider shape assets

You can also create **collider shape assets** and use them as your collider shape. This means you can edit the collider shape asset and automatically update it in every entity that uses it.

## Create a collider shape asset

1. In the **Asset View** (bottom by default), click **Add asset**.

2. Select **Physics**, then select the shape you want to create.

    ![Create collider shape asset](media/create-collider-shape-asset.png)

Game Studio creates the new collider shape asset in the **CollisionMeshes** folder.

![Collider shape asset in Asset View](media/collider-shape-in-asset-view.png)

### Create a collider shape asset from a model

This is useful to quickly create a collider shape that matches a model.

1. In the **Asset View** (bottom by default), click **Add asset**.

2. Select **Physics** > **Convex hull**.

    The **Select an asset** window opens.

    ![Select model](media/select-model.png)

3. Browse to the model asset you want to create a collider shape asset from and click **OK**.

Game Studio creates a collider shape asset from the model.

## Use a collider shape asset

1. Under the **static collider** or **rigidbody** properties, under **Collider Shapes**, select **Asset**. 

    ![Select collider shape asset](media/select-asset-collider-shape.png)

2. Next to **Shape**, specify the collider shape asset you want to use.

    ![Select collider shape asset](media/select-collider-shape-asset.png)

    To do this, drag the asset from the **Asset View** to the **Shape** field in the Property Grid. Alternatively, click ![Hand icon](~/manual/game-studio/media/hand-icon.png) (**Select an asset**) and browse to the asset.

## See also

* [Colliders](colliders.md)
* [Tutorial: Create a bouncing ball](create-a-bouncing-ball.md)
* [Tutorial: Script a trigger](script-a-trigger.md)