‫In this video, you will learn about the different collider types in unity.
‫As you have already seen in the presentation, there are different kinds of colliders and we already
‫have worked with two different collider types or actually even three.
‫So now let's have a look at those collider types.
‫For example, our player has a Sphere Collider, you can see that here.
‫So let's go to our player here.
‫And as you can see, there is this greenish line that you have around the player or around this circle,
‫and that is our sphere.
‫Collider It already has gotten automatically a radius of 0.5, which fits the size of our player.
‫So if I change that to, for example, one, my Sphere Collider will be bigger than the actual graphic
‫that we can see here.
‫So let's activate gravity for our player and let's run the game just to see what happens.
‫Now let's go back.
‫Let's go into the scene view here.
‫And as you can see, our ball is on top of the ground.
‫So it flies around.
‫It looks as if it flies, but in the end it has to do with the Sphere Collider Because the.
‫Sphere Collider So our ball collider that you can see here collides with the underground, which has
‫a mesh collider So that's already the second type of colliders.
‫This one has a different type of look and it's based on its mesh.
‫And you can find the mesh by clicking on the mesh here.
‫And you can see here at the bottom right side, this is the looks of the mesh and that can be very specific.
‫It can be based on the character.
‫For example, if your character is a car, then the mesh could be the whole surface of the car.
‫Mesh is used for surfaces and the mesh collider gives the surfaces a collider.
‫All right.
‫So our underground, for example, here has a mesh collider.
‫From the bottom.
‫You can see that there is nothing.
‫And from the top, it has this green color.
‫So we gave it this green color only from the top.
‫Now, if we want to have a higher layer for the collider of our mesh collider, we can add convex what
‫it does.
‫As you can see now, it has a collider towards the top and towards the bottom of its actual surface
‫and you can even inflate that.
‫So if you want to inflate it and make it bigger, you can go ahead and inflate the the collider of our
‫mesh or of our on the ground.
‫So if you have a look now, now our ball will be even higher.
‫So now it's on top of this physics piece.
‫So if we go ahead and reduce the radius of oh to 0.5, our ball will still be on top of this physics
‫collider.
‫So the colliders don't have to be the same size as the objects themselves, but it does of course make
‫sense to have that in most games.
‫Maybe your game type is exactly so that it doesn't fit well with each other.
‫Then you can of course change that.
‫What you also can do is you can change the center of your collider, at least in this case.
‫So, for example, the center of my collider could be, let's say, one higher than my ball itself.
‫So now if we look at it, the Y position is at one.
‫So now our ball is inside of our underground.
‫And at the same time, as you can see now, that's how it looks out moves now.
‫And the physics themselves, they move as intended.
‫All right.
‫So it just looks so weird because the radius is bigger and the position of the center is different.
‫So 000 is the center point of our sphere.
‫And well, if we change any of that, we'll change the center of the collider.
‫Now, let's go back to 0.5.
‫Let's set that back because that's the standard.
‫Collider Well, that's the sphere.
‫Collider Let's have a quick look at some other colliders, for example, the Capsule Collider So that
‫one is our capsule collider And as you can see, it has the form of a capsule and it also has the attributes
‫of center, it has a radius and it has a height, and you can even change the axis towards which you
‫want to.
‫Collider To be.
‫So y axis is going up, x axis is going to decide, as you can see here, and z axis is going towards
‫the other side, as you can see here now.
‫All right.
‫So let's put that back to y axis because the standard and now what I want to do is start my game.
‫So I'm going to start the player here.
‫So now let's try to hit that collider here and make it fall off because now it does have a collider.
‫So let's see.
‫And as you can see, it doesn't do anything.
‫We can't hit it off.
‫Why is that?
‫Is it so strong?
‫Is it so powerful now?
‫It has to do with, well, maybe you can figure it out.
‫Just try to think of it.
‫What could it be?
‫All right.
‫Yeah, it's lacking a rigid body.
‫So let's add a physics rigid body to our capsule.
‫And now let's try to hit it with our ball and see what happens.
‫So let's hit it.
‫Boom.
‫And we see it falls off.
‫So it automatically gets the physics.
‫And you could use that in order to create a bowling game or a domino game or something like that.
‫All right.
‫Next, there is a box collider, so let's create a cube.
‫And as you can see, the cube has a greenish line here as well.
‫That is the box.
‫Collider And you can change the size of the box collider as you can see now I changed the X position
‫to two or an exercise to do.
‫You can do that for Y and for Z as well.
‫So you can make the collider bigger than the actual box itself, as you can see.
‫And of course the center could also be moved.
‫So now you could move it to one so that it's higher or that it's at the center pretty much of our cube,
‫and you can even put it on top of the cube.
‫So now the cube will fall through, but at the same time, it will still be here.
‫It will still hang at the bottom of our plane.
‫Yeah.
‫So let's add a physics body to that.
‫Otherwise it won't see it.
‫Let's add a rigid body, as you can see now.
‫So now our cube is at the bottom.
‫Well, actually, the graphics are at the bottom, but the physics themselves are on top of our plane.
‫All right, then there's one more thing that I would like to show you.
‫And I'm going to delete my cube and I'm going to delete the capsule as well.
‫But I'm going to keep the player and I'm going to put it towards the bottom as well.
‫So now let's say we want to have an underground which is bouncy, actually, let's put the ball up again.
‫If I want to have an underground that is bouncy.
‫So let's say this is a huge bouncy on the ground here.
‫What we need to do is to add a material.
‫So here you can see that our mesh collider from underground doesn't have any material yet and we can
‫create a new material.
‫So let's go to assets create and then it's called physics material.
‫So you can find physics material.
‫It's open that up and let's call that bouncy ground.
‫And that bouncy ground has a dynamic friction, a static friction, a bouncy ness.
‫And you can combine fractions here so you can multiply frictions and multiply bounce units based on
‫the objects that collide with each other or that touch each other.
‫So let's get rid of the friction.
‫So let's set those to zero and let's add a bouncy ness of one.
‫So the value of bouncing this is between zero and one.
‫Usually bouncy ness of one means that it will bounce back with the same force that it came with.
‫So if we have a look at it now, actually, let's save that with that, with those values, go to the
‫underground and now let's drag our bounce ground as it's material or let's choose it.
‫Here you can see you can choose bounce ground and let's start it.
‫And now you will see our ball bounces and the ball bounces off again.
‫Now why doesn't it bounce back the same way?
‫Let's add the bouncing is to the player as well.
‫So let's add this physics material to the player.
‫And let's have a look.
‫Now it will bounce the same height before it didn't because it was influenced by the unbound thickness
‫of our ball.
‫And now actually, based on the settings that you have set up for the multiplier, it will bounce even
‫higher and higher every single time that it bounces.
‫So if we have a look at bounce ground, it has a bounce index of one and the friction combine is average
‫and the bounce combined is average as well.
‫If we now multiply, which is multiplied, they will multiply with each other and they will go even
‫faster and higher.
‫So that's how bounce in his works.
‫You can use bounce illness to bounce off of something that's great.
‫For example, for our pong game we will use bounce in is there.
‫Now let's have a look at friction.
‫So let's.
‫Delete the bounce ground from our player.
‫So let's go to none here and let's add a friction to the ground itself.
‫So the on the ground has our bouncy ground yet or still.
‫So let's rename that bounce and or bouncy and friction or fricative ground.
‫I think that's the right term.
‫So now let's add a friction as well, a dynamic and a static friction.
‫Now let's start it off.
‫So we have a friction of one static and dynamic and now let's have a look what happens.
‫So our ball falls off and now if I move it, it will be reduced.
‫So the speed of it will be reduced a little bit.
‫Let's add a physics body to our player as well now.
‫So let's add it back to our player and let's have a look now.
‫So they both have a friction of one while they actually have a bounce in us as well.
‫Actually, our ball has a bounce in this.
‫Or both of them have a bond.
‫And so let's put that to zero.
‫So they won't bounce anymore, but they will still have the friction.
‫So now we can barely see it here because our ball has a specific speed.
‫But what it does, it will reduce the tempo of our ball.
‫So it's like you can imagine it like asphalt in comparison to a very slippery ground.
‫So if we have no friction, then it's like a slippery ground.
‫If you have friction of one, that means that you have a very raw ground which is rough and which will
‫slow down our game object.
‫All right.
‫So that's about the colliders.
‫So whenever you want to add a collider to an object, you can do that.
‫And as you can see, it will change the behavior of it.
‫So now let's save the scene and see you in the next video where we'll have a look at triggers.