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# generateCollisionShapes(recursive:static:)

Creates the shape used to detect collisions between two entities that
have collision components.

```
@MainActor @preconcurrency func generateCollisionShapes(recursive: Bool, static isStatic: Bool)
```

## Parameters

`recursive`

A Boolean that you set to `true` to also generate the
collision shapes for all descendants of the entity. If a descendant is in a
`LevelOfDetailComponent`’s level and is not the base level it will be
skipped.

`isStatic`

A Boolean value that indicates whether the colliders move. Set this to `true` to indicate the colliders don’t move.
Non-moving, static colliders are more efficient to use than non-static ones.

## Discussion

Call this method on entities that have a mesh to prepare a shape used for collision
detection. The method stores the shape in the entity’s
[`CollisionComponent`](/documentation/RealityKit/CollisionComponent) instance.

This method has no effect for entities without a mesh. Nevertheless, the
method is defined for all entities so that you can call it on any
entity, and have the calculation propagate recursively to all that
entity’s descendants.

---

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