Static Collider
有碰撞体组件没有刚体组件,用于一直处于同一位置不会移动的物体,被碰撞时不会被移动。不能移动该对象,否则会出现问题。static colliders should not be disabled/enabled, moved or scaled during gameplay。If you do change a static collider then this will result in extra internal recomputation by the physics engine which causes a major drop in performance. Worse still, the changes can sometimes leave the collider in an undefined state that produces erroneous physics calculations。
Rigidbody Collider
不勾选IsKinematic,刚体碰撞器完全由物理引擎模拟,可以对来自脚本的冲突和力量作出反应。 它们可以与其他物体(包括static colliders)碰撞,并且是使用物理学的游戏中最常用的碰撞体配置。Kinematic Rigidbody Collider
碰撞体组件(勾选IsKinematic)+刚体组件,位置不会对碰撞做出反应,但可以通过脚本修改Transform组件,可以启用禁用碰撞体组件,其他情况和static Collider一样。Kinematic rigidbodies should be used for colliders that can be moved or disabled/enabled occasionally but that should otherwise behave like static colliders。例如用于门这些在必要情况下移动等等。
注:来源于官方文档