A collision object can contain several embedded shapes. In 3D physics these can include hulls and triangle meshes from glTF or GLB files. You can also use a tilemap or a convex shape resource through the collision object’s Collision Shape property.
The primitive shapes are box, sphere and capsule. You add a primitive shape by right clicking the collision object and selecting Add Shape:

A box has a position, rotation and dimensions (width, height and depth):

A sphere has a position, rotation and diameter:

A capsule has a position, rotation, diameter and height:

Capsule shapes are only supported when using 3D physics (configured in the Physics section of the game.project file).
Complex shapes can use tilemap geometry or convex hull data. Since Defold 1.13.2, 3D collision objects can also create hulls and triangle mesh shapes from meshes in glTF or GLB scenes.
Use a Hull shape for a convex approximation of a mesh, or a Mesh shape when collisions need to follow its triangles, including concave areas such as openings in level geometry.
3D in game.project.The selected mesh supplies its local geometry; glTF node transforms are not applied. Mesh collision shapes are supported by the Bullet 3D backend, including for static and non-static collision objects. They are not supported by the 2D physics backends.
Triangle mesh geometry is read-only through the runtime shape APIs. Edit the source mesh and rebuild to change its triangles. See scaling collision shapes for the game object’s scale.
Defold includes a feature allowing you to easily generate physics shapes for the tile source used by a tile map. The Tilesource manual explains how to add collision groups to a tile source and assign tiles to collision groups (example).
To add collision to a tile map:

Note that the Group property is not used here since the collision groups are defined in the tile map’s tile source.
In 3D physics you can create a hull directly from a mesh using the editor workflow above. The legacy .convexshape resource is also supported and can be created from points using an external editor:
.convexshape) using an external editor.The convex hull file format uses the same data format as all other Defold files, ie the protobuf text format. A convex hull shape defines the points of the hull. In 2D physics, the points should be provided in a counter clockwise order. An abstract point cloud is used in 3D physics mode. 2D example:
shape_type: TYPE_HULL
data: 200.000
data: 100.000
data: 0.0
data: 400.000
data: 100.000
data: 0.0
data: 400.000
data: 300.000
data: 0.0
data: 200.000
data: 300.000
data: 0.0
The above example defines the four corners of a rectangle:
200x300 400x300
4---------3
| |
| |
| |
| |
1---------2
200x100 400x100
There are a number of different external tools that can be used to create collision shapes:
The collision object and its shapes inherit the scale of the game object. To disable this behaviour uncheck the Allow Dynamic Transforms checkbox in the Physics section of game.project. Note that only uniform scaling is supported and that the smallest scale value will be used if the scale isn’t uniform.
Primitive shapes can be resized at runtime using physics.set_shape(). This function does not replace hull vertices or triangle mesh geometry. Example:
-- set capsule shape data
local capsule_data = {
type = physics.SHAPE_TYPE_CAPSULE,
diameter = 10,
height = 20,
}
physics.set_shape("#collisionobject", "my_capsule_shape", capsule_data)
-- set sphere shape data
local sphere_data = {
type = physics.SHAPE_TYPE_SPHERE,
diameter = 10,
}
physics.set_shape("#collisionobject", "my_sphere_shape", sphere_data)
-- set box shape data
local box_data = {
type = physics.SHAPE_TYPE_BOX,
dimensions = vmath.vector3(10, 10, 5),
}
physics.set_shape("#collisionobject", "my_box_shape", box_data)
A shape of the correct type with the specified id must already exist on the collision object.
Collision shapes in 3D physics can be rotated around all axis.
Collision shapes in 2D physics can only be rotated around the z-axis. Rotation around the x or y axis will yield incorrect results and should be avoided, even when rotating 180 degrees to essentially flip the shape along the x or y axis. To flip a physics shape it is recommended to use physics.set_hlip(url, flip) and physics.set_vlip(url, flip).
You can enable Physics debugging to see the collision shapes at runtime.