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Question [In the inspector] How to increase collider size in one direction

Discussion in 'Physics for ECS' started by SapphireGames2025, Mar 8, 2024.

  1. SapphireGames2025

    SapphireGames2025

    Joined:
    Mar 14, 2019
    Posts:
    34
    With the Unity built in box collider you would just use Alt.

    How would I do the same thing with ECS Physics Shape?
     
  2. daniel-holz

    daniel-holz

    Unity Technologies

    Joined:
    Sep 17, 2021
    Posts:
    326
    You can use the built-in collider for ECS as well.
    As a matter of fact we recommend migrating to the built-in authoring at this point as part of an ongoing authoring unification effort.
     
  3. SapphireGames2025

    SapphireGames2025

    Joined:
    Mar 14, 2019
    Posts:
    34
    The built-in version should have "Fit to Enable Render Meshes" before Physics Shape gets removed. It saves a lot of time.

    The documentation says that a bevel radius of 0.05 is good for physics performance. Is that still the case and does the built-in collider provide that?
     
  4. Spy-Master

    Spy-Master

    Joined:
    Aug 4, 2022
    Posts:
    837
    It does
     
  5. Spy-Master

    Spy-Master

    Joined:
    Aug 4, 2022
    Posts:
    837
  6. SapphireGames2025

    SapphireGames2025

    Joined:
    Mar 14, 2019
    Posts:
    34
    After testing the built in collider can change the layers. However, the "Collides WIth" should not include layers that are not specified (exclude everything except UI).
    upload_2024-3-19_6-13-4.png
    Screenshot 2024-03-19 060835.png Screenshot 2024-03-19 060940.png
     
  7. SapphireGames2025

    SapphireGames2025

    Joined:
    Mar 14, 2019
    Posts:
    34
    Is it possible to set an entity's "Belongs to" to multiple layers, using the built in collider in the inspector?