collider

Makes the object solid: characters and bots walk around it, and (with physics) things collide with it.

In scene text

collider { shape "…"  size (0, 1, 0)  offset (0, 1, 0) }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 5

FieldTypeUnit / rangeWhat it does
shapetext—"mesh_bounds" (solid bounding box), "mesh" (exact triangles with BVH; STATIC only; never dynamic or kinematic: use mesh_bounds or a convex primitive for moving objects), "box", "sphere" (size.x = diameter), "capsule" (size.x = diameter, size.y = height), "cylinder" (round platforms and pillars), or "parts" (a forged model's own collision: one box per part, each with what it is made of, so a bullet knows the seat is fabric and the legs oak; static or kinematic; the whole model's box when it has none).
size(x, y, z)—For shape "box": size in local units (multiplied by the transform's scale).
offset(x, y, z)—For shape "box": center of the box in local units. Not given: half its height up, so the box sits on the object's base like the built-in cube (a 6 cm box: 3 cm).
blocks_movementtrue / false—Whether characters and bots are stopped by it.
surfacetext—
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