A base class of all colliders.
See Also: BoxCollider, SphereCollider, CapsuleCollider, MeshCollider, PhysicMaterial, Rigidbody.
If the object with the Collider needs to be moved during gameplay then you should also attach a Rigidbody component to the object. The Rigidbody can be set to be kinematic if you don't want the object to have physical interaction with other objects.
| attachedArticulationBody | The articulation body the collider is attached to. | 
| attachedRigidbody | The rigidbody the collider is attached to. | 
| bounds | The world space bounding volume of the collider (Read Only). | 
| contactOffset | Contact offset value of this collider. | 
| enabled | Enabled Colliders will collide with other Colliders, disabled Colliders won't. | 
| hasModifiableContacts | Specify whether this Collider's contacts are modifiable or not. | 
| isTrigger | Is the collider a trigger? | 
| material | The material used by the collider. | 
| sharedMaterial | The shared physic material of this collider. | 
| ClosestPoint | Returns a point on the collider that is closest to a given location. | 
| ClosestPointOnBounds | The closest point to the bounding box of the attached collider. | 
| Raycast | Casts a Ray that ignores all Colliders except this one. | 
| OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. | 
| OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. | 
| OnCollisionStay | OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody. | 
| OnTriggerEnter | When a GameObject collides with another GameObject, Unity calls OnTriggerEnter. | 
| OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. | 
| OnTriggerStay | OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. The function is on the physics timer so it won't necessarily run every frame. | 
| gameObject | The game object this component is attached to. A component is always attached to a game object. | 
| tag | The tag of this game object. | 
| transform | The Transform attached to this GameObject. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | 
| CompareTag | Checks the GameObject's tag against the defined tag. | 
| GetComponent | Returns the component of type if the GameObject has one attached. | 
| GetComponentInChildren | Returns the Component of type in the GameObject or any of its children using depth first search. | 
| GetComponentInParent | Returns the Component of type in the GameObject or any of its parents. | 
| GetComponents | Returns all components of Type type in the GameObject. | 
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. | 
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | 
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | 
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | 
| TryGetComponent | Gets the component of the specified type, if it exists. | 
| GetInstanceID | Gets the instance ID of the object. | 
| ToString | Returns the name of the object. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Gets a list of all loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. |