I know it's noobish question, sorry. :P
2 Answers
2A Collider is the "physical form" of objects. There are several types of colliders, such as box shaped, sphere shaped, capsule shaped or even custom (mesh) shaped (and then some!).
A Colliders' responsibility is to aid collision detection in any way. It can be used for triggers, for physics or other uses.
A Rigidbody is a representation of a rigid body in space. It is used by the physics engine to perform collision response and movement of objects.
A Rigidbody makes use of a Collider to define it's shape.
This post may help as well…
Note really. You should call Update before you read and modify your properties and finish with ApplyModifiedProperties. That's the normal procedure. It's [explained in the docs][1], though as usual not that clearly ^^. The examples might also be misleading because creating a SerializedObject will automatically call Update. Also the default behaviour of OnInspectorGUI will also call Update automatically. [1]: https://docs.unity3d.com/ScriptReference/SerializedObject.html
– Bunny83
Can you please tell me the difference between transform.position.x and rigidbody.position.x because when i use it in code like shown below,
– Vickylancerigidbody.position = new Vector3(rigidbody.position.x,0,16.0f);or,transform.position = new Vector3(rigidbody.position.x,0,16.0f);or,transform.position = new Vector3(transform.position.x,0,16.0f);they all do the same thing.. so i was just wondering what is the difference between them.... I know its a noobish question but I just started learning unity 2 days before.