# Collision

The Collision Component assigns a collision volume to the entity. The component interface dynamically displays different attributes based on the 'Type' attribute.

#### Box

[Image: Collision Component (Box)]

#### Capsule

[Image: Collision Component (Capsule)]

#### Compound

[Image: Collision Component (Compound)]

#### Cone

[Image: Collision Component (Cone)]

#### Cylinder

[Image: Collision Component (Cylinder)]

#### Mesh

[Image: Collision Component (Mesh)]

#### Sphere

[Image: Collision Component (Sphere)]

If the entity also has a Rigid Body Component, the Collision Component determines the shape of the rigid body. If no Rigid Body Component is present, the Collision Component is treated as a trigger volume. The trigger volume cannot affect the simulation of other rigid bodies in the scene. Instead, you can add a Script Component and attach a script which responds to trigger events. For example, if another entity that has a Rigid Body Component enters or exits the trigger, your script can be notified.

## Properties

| Property        | Description |
|-----------------|-------------|
| Type            | The type of collision primitive. Can be: Box, Sphere, Capsule, Cylinder, Cone, Mesh, or Compound. |
| Half Extents    | Box only. The half-extents of the collision box. This is a 3-dimensional vector: local space half-width, half-height, and half-depth. |
| Radius          | Sphere, Capsule, Cylinder, and Cone only. The radius of the collision shape. |
| Height          | Capsule, Cylinder, and Cone only. The height of the collision shape along the selected axis. |
| Axis            | Capsule, Cylinder, and Cone only. Aligns the collision shape with the local-space X, Y, or Z axis of the entity. |
| Convex Hull     | Mesh only. If enabled, the collision mesh will be treated as a convex hull, which is more efficient for dynamic rigid bodies. If disabled, the mesh is used as a triangle mesh (concave), which only works with static or kinematic rigid bodies. |
| Model Asset     | Mesh only. The model asset that will be used as a source for the collision mesh. Either a Model Asset or Render Asset can be specified, but not both. |
| Render Asset    | Mesh only. The [render asset](https://developer.playcanvas.com/user-manual/editor/assets/inspectors/render.md) that will be used as a source for the collision mesh. Either a Model Asset or Render Asset can be specified, but not both. |
| Position Offset | The positional offset of the collision shape relative to the entity's position. |
| Rotation Offset | The rotational offset of the collision shape relative to the entity's rotation, specified in degrees. |

## See Also

- [Rigid Body Component](https://developer.playcanvas.com/user-manual/editor/scenes/components/rigidbody.md) - Add physics simulation to the entity
- [Physics](https://developer.playcanvas.com/user-manual/physics.md) - Learn more about the physics system

## Scripting Interface

You can control a Collision Component's properties using a [Script Component](https://developer.playcanvas.com/user-manual/editor/scenes/components/script.md). The Collision Component's scripting interface is [here](https://api.playcanvas.com/engine/classes/CollisionComponent.html).
