The physic material doesn’t do anything by itself. The collision detection of 2D matters deals only with the Material properties of the collider. This allow to played around with the material characteristics of the collider. You can do this both with visual physics and scripts. For example when you use a collie with a rubber material it will bounce.
Collider’s Area is the shape of a collider. For some, the area is equivalent to the volume of a collider which is the sum of all 6 sides of its bounding box (ABCD). For now let’s assume we want our collider to have a circular area.
Area covers the volume of a collider. For a sphere it is the volume of its bounding box. More flexible, but harder to debug. Update the binding, update the Collider, update the Collider’s shape — nothing changes.
Colliders are used to implement something called interaction. For example, if you plug two plugs (are used for holding data) together, they will be bonded. They will never get detached and they can’t be considered as ‘collision entities’.
Transform component is at the heart of every physic collider. It is an act of taking the position of a GameObject, applying a rotation and then scaling it. This helps to keep physics and GameObject well aligned. Simply said, Unity is aware of the position, rotation and scale of a GameObject, but it is not aware of its transform. This allows to move around objects during gameplay (moving physics Layer or the Gizmo) and change its position, rotation and scale using a script. d2c66b5586