# Sandbox.Collider

- Kind: class
- Namespace: `Sandbox`
- Assembly: `Sandbox.Engine`
- Inherits: [Sandbox.Component](/api/Sandbox.Component)
- Modifiers: abstract

## Properties

- [`ColliderFlags`](/api/Sandbox.Collider/ColliderFlags): Flags that modify the behavior of this collider
- [`Elasticity`](/api/Sandbox.Collider/Elasticity): Allows overriding the elasticity for this collider. Controls how bouncy this collider is.
- [`Friction`](/api/Sandbox.Collider/Friction): Allows overriding the friction for this collider. This value can exceed 1 to to give crazy grippy friction if you want it to, but the normal value is between 0 and 1.
- [`IsConcave`](/api/Sandbox.Collider/IsConcave)
- [`IsDynamic`](/api/Sandbox.Collider/IsDynamic): Return true if this collider is using dynamic physics. Returns false if this is a keyframe body, or a static physics body.
- [`IsTrigger`](/api/Sandbox.Collider/IsTrigger)
- [`Joints`](/api/Sandbox.Collider/Joints): If we're a keyframe collider, this is the set of joints attached to us. If we're not then this won't ever return anything.
- [`KeyframeBody`](/api/Sandbox.Collider/KeyframeBody)
- [`LocalBounds`](/api/Sandbox.Collider/LocalBounds): Calculated local bounds of all physics shapes in this collider.
- [`OnObjectTriggerEnter`](/api/Sandbox.Collider/OnObjectTriggerEnter): Called when a gameobject enters this trigger
- [`OnObjectTriggerExit`](/api/Sandbox.Collider/OnObjectTriggerExit): Called when a gameobject exits this trigger
- [`OnTriggerEnter`](/api/Sandbox.Collider/OnTriggerEnter): Called when a collider enters this trigger
- [`OnTriggerExit`](/api/Sandbox.Collider/OnTriggerExit): Called when a collider exits this trigger
- [`Rigidbody`](/api/Sandbox.Collider/Rigidbody): If this collider is part of a Rigidbody then this will return the component that it's attached to. If this is null it's usually a good indication that this collider is either static, world geometry, or a keyframe.
- [`RollingResistance`](/api/Sandbox.Collider/RollingResistance): Allows overriding the rolling resistance for this collider. Controls how easily rolling shapes (sphere, capsule) roll on surfaces.
- [`Static`](/api/Sandbox.Collider/Static)
- [`Surface`](/api/Sandbox.Collider/Surface)
- [`SurfaceVelocity`](/api/Sandbox.Collider/SurfaceVelocity): Set the local velocity of the surface so things can slide along it, like a conveyor belt
- [`Touching`](/api/Sandbox.Collider/Touching): If we're a trigger, this will list all of the colliders that are touching us. If we're not a trigger, this will list all of the triggers that we are touching.

## Methods

- [`ComputePenetration`](/api/Sandbox.Collider/ComputePenetration): Finds the smallest move needed to separate this collider from another, ignoring all collision rules. Returns true if they're overlapping; moving this collider by `direction` * `distance` pushes it clear.
- [`FindClosestPoint`](/api/Sandbox.Collider/FindClosestPoint): Returns the closest point to the given one between all convex shapes of this body.
- [`GetVelocityAtPoint`](/api/Sandbox.Collider/GetVelocityAtPoint): Get the velocity of this collider at the specific point in world coordinates.
- [`GetWorldBounds`](/api/Sandbox.Collider/GetWorldBounds): Get the world bounds of this object
- [`OnPhysicsChanged`](/api/Sandbox.Collider/OnPhysicsChanged)
