A collision component can either use several primitive shapes or a single complex shape.
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).
A complex shape can either be created from a tilemap component or from a convex hull shape.
Defold includes a feature allowing you to easily generate physics shapes for a tile map. The Tilemap 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.
Defold includes a feature allowing you to create a convex hull shape from three or more points. You can use an external tool such as the Defold Polygon Editor or the Physics Body Editor to create a convex hull shape.
.convexshape) using an external editor.
The shape will not be drawn in the editor. You can enable Physics debugging at runtime to see the shape.
It is possible to let the collision object and its shapes inherit the scale of the game object. Check the Allow Dynamic Transforms checkbox in the Physics section of game.project to enable this. Note that only uniform scaling is supported and that the smallest scale value will be used if the scale isn’t uniform.
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