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Component · physics2d

Collider2d

Collision geometry, material, layer and trigger settings for a RigidBody2d.

Fields

Primitive type or convex polygon.
default "box"

One ofboxcirclecapsulepolygon

halfExtents

vec2
Box half extents; scale must be baked before physics extraction.
default [0.5,0.5]m≥ 0.0001

radius

f32
Circle or capsule radius.
default 0.5m≥ 0.0001

halfHeight

f32
Capsule segment half height, excluding the end caps.
default 0.5m≥ 0

points

list<vec2>
Local convex hull input for polygons, in metres.
default []

layer

u32
Zero selects static/moving defaults from the body; 1..15 select an explicit group.
default 00 – 15

sensor

bool
Report overlaps without a collision response.
default false

friction

f32
Coulomb friction coefficient.
default 0.6≥ 0

restitution

f32
Elasticity: zero is inelastic, one is perfectly elastic.
default 00 – 1

Usage

Every edit is an undoable command: from the CLI as below, or the same JSON from an agent over MCP. See component.add and property.set.

Add it

ara do component.add -p entity=name:Crate -p component=Collider2d --why "Add Collider2d"

Set a field

ara do property.set -p entity=name:Crate -p path=Collider2d.kind -p value="box" --why "Tune Collider2d"

In a scene document

{
  "Collider2d": {
    "kind": "box"
  }
}

From C#

/// <summary>Make a 2D ball bounce.</summary>
public static void UseCollider2d(Entity entity, in Tick tick)
{
    ref var component = ref World.Get<Collider2d>(entity);
    component.Restitution = 0.6f;
}

From C#

Scripts read and write it with Get<Collider2d>(); see the Collider2d struct.

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