Colliders
Mesh Collider
Mesh Collider builds its collision representation from the Mesh attached to the GameObject, and reads the properties of the attached Transform to set its position and scale.

Is Trigger, if enabled, the collider is used for triggering events
Material, reference to the physics material that determines how interacts with other colliders
Mesh, reference to the mesh to use for collisions
Convex, if enabled this mesh collider collides with other mesh colliders
Character Collider

The traditional first person controls are not physically realistic. It is simply a capsule shaped collider which can be told to move in some direction from a script.

Slope Limit, limits the collider to only cimb slopes that are less steep in degrees than the indicated value
Step Offset, the character will step up a stair only if it is closer to the ground than the indicated value
Skin width, two colliders can penetrate each other as deep as their skin width. Larger values reduce jitter, lows can cause the character to get stuck
Min Move Distance, if the character tries to move below the value, it will not move
Center, This will offset the capsule collider in world space
Radius, length of the capsule collider radius
Height, the capsule collider height
Box Collider
Box colliders are obviously useful for anything roughly box-shaped, such as crates or chests.

Center, the position of the collider in the objects local space
Size, the size of the collider in the X, Y, Z directions
Capsule Collider

Direction, the axis of the capsule lengthwise orientation in the object local space
Sphere Collider
