Enum ColliderMode
Controls which collider (if any) a ScyllaShapeBase3D attaches to its UnityEngine.GameObject when the shape mesh is rebuilt.
Namespace: Scylla.Core.Util.Geom
Assembly: ScyllaCore.dll
Syntax
public enum ColliderMode
Remarks
The collider is created or replaced each time Rebuild() runs. Only one collider at a time is managed by the shape; switching modes removes the previously attached collider component before adding the new one.
Mesh is the most accurate option but also the most expensive for physics queries. MatchingPrimitive offers a fast physics-primitive approximation for simple shapes. None incurs no physics cost at all and is the appropriate default for purely decorative geometry.
Fields
| Name | Description |
|---|---|
| MatchingPrimitive | If the shape has a natural primitive collider (e.g. UnityEngine.BoxCollider for a box, UnityEngine.SphereCollider for a sphere), that primitive collider is attached instead of a mesh collider. Falls back to Mesh when no primitive equivalent exists for the shape. |
| Mesh | A UnityEngine.MeshCollider sharing the generated mesh is attached. |
| None | No collider is attached. Cheapest; suitable for decorative geometry. |