ColliderShape
physics/rigid-body.types.ts:68A shape usable as a physics collider. The engine's existing geometry primitives double as collider shapes, plus Capsule for the one shape geometry doesn't model.
Shapes are interpreted in the host WorldObject's local space,
exactly like the graphics components — vertex/centre (0, 0) is the host's
position. In particular a Rectangle collider is treated as
centered on the origin with the rectangle's width/height as its full
extents, matching PolygonGraphics.asRectangle (and intentionally differing
from the geometry Rectangle's top-left anchoring). Offset a collider
from the origin with ColliderOptions.offset when you need it
off-center.
Circle | Rectangle | Polygon | Capsule