Physics
The physics tab in the inspector lets you configure physics properties for mesh and model entities. These properties control how the entity behaves in the physics simulation at runtime.
TIP
Physics does not simulate while editing the scene, but it runs in the Game Preview — press Play to test your physics setup without leaving the editor.
Configuration
| Property | Description |
|---|---|
| Mass | The mass of the entity. A mass of 0 makes the entity static (immovable) |
| Collider Type | The shape used for collision detection |
| Kinematic | Makes a mass-0 collider movable: it can be driven by scripts and carries bodies resting on it — ideal for moving platforms |
Collider Types
The collider type determines the shape used for physics collision calculations:
| Collider | Description |
|---|---|
| Box | Axis-aligned bounding box |
| Sphere | Bounding sphere |
| Model Shape | Convex hull wrapped around the model's geometry — best for imported models |
| Player | Capsule collider designed for characters |
| None | No shape of its own; acts as a frame for physics-enabled children |
TIP
Collider sizes are computed automatically from the entity's bounding box. Keep colliders simple — box and sphere are the cheapest to simulate. Model Shape follows the mesh but is convex, so concave detail (arches, doorways) is filled in — use collision variants to keep openings.
Collider Size
The Collider Size section lets you override the automatically computed collider dimensions:
- Per-axis inputs (Width/Height/Length for Box, Radius for Sphere, Width/Height for Player) show
AUTOwhen using the computed size - A reset button restores the computed value for each axis
- The Show Collider toggle displays this entity's collider outline in the viewport (there's also a scene-wide collider toggle in the floating toolbar)
Collision Variants
For a Model Shape collider, the Collision Shape dropdown selects how accurately the collider matches the model:
- Auto (single hull) — one convex hull around the whole model (the default)
- Any named variant generated from the model — a set of convex hulls that preserves concavities like doorways and arches
Variants are generated once per model in the asset inspector's Collision tab (see Assets), then chosen per placed instance here. This mirrors the engine's collision variants.
State
The collapsed State section shows read-only runtime values — the entity's current velocity and direction from the physics simulation.
Static vs Dynamic vs Kinematic
- Static (mass = 0): The entity does not move in response to forces. Use this for floors, walls, and other fixed objects.
- Dynamic (mass > 0): The entity is affected by gravity and forces. Use this for objects that should fall, bounce, or be pushed around.
- Kinematic (mass = 0 + Kinematic toggle): The entity is moved by your scripts but still pushes and carries dynamic bodies. Use this for moving platforms and doors.
Compound Bodies
When a physics-enabled entity has physics-enabled children attached to it, their colliders are welded into a single compound body at runtime. Moving the parent carries every child collider with it — rotate a kinematic platform and its attached bumpers move as one rigid object.
Per-Level Physics
Gravity and simulation settings are configured per level: select the root Level node in the hierarchy and open the Simulation tab in the inspector.
- Gravity — direction (X/Y/Z, auto-normalized) and magnitude in m/s², with game-feel presets from Floaty (9.8) to Crushing (60) and Zero-G (0)
- Tick rate — simulation frequency in Hz (30 / 60 / 120 / 144 presets) with a derived ms-per-step readout
- Max substeps — how many catch-up steps the simulation may take per frame (default 3)
Each level stores its own physics configuration, so your moon level can have different gravity from your earth level.
