createColliders abstract method
Creates collision geometry on bodyHandle and returns one handle per
created collider (compound shapes may decompose; how is backend
private). Empty means the shape is unsupported by this backend.
Implementation
List<int> createColliders(
int bodyHandle,
Shape shape, {
PhysicsMaterial material = PhysicsMaterial.defaultMaterial,
bool isTrigger = false,
Matrix4? localPose,
int collisionLayer = 0xFFFFFFFF,
int collisionMask = 0xFFFFFFFF,
});