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Primitive Collider

Use physics colliders to define the shapes around entities for which collision detection and response are needed. The Primitive Collider component requires a Shape component to specify the collider geometry. If your entity does not have a Shape component, you’ll be prompted to add one when you add the Primitive Collider component. You can use any of the following shapes for physics collisions: box, capsule, cylinder, sphere, or compound. You can then specify properties for the collider geometry in the Shape component.