# Collider shapes Beginner Designer [!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] 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)