Allows the object to affect the physical world. By default, the object itself will not be affected by physics unless its Dynamic is enabled. Physical is required for other components, such as Collision Trigger and Force.
Type | Static | Object will not be affected by physics. Should be used only for objects that stay still. |
Dynamic | Object will be affected by physics, such as gravity. | |
Kinematic | Object will not be affected by physics but will respond to motion through other components, such as Transform. | |
Physical Material | Determines what physical material the object uses. | |
Active | Determines if the physics are active. | |
Sensor | Object’s physical bounds will become non-physical in order to work as a trigger area. | |
Start Sleeping | Object’s dynamic physics will sleep until it gets affected by another physical object. | |
Limit Movement X / Y / Z | Limits the object’s axis movement. | |
Limit Turning X / Y / Z | Limits the object’s axis rotation. | |
Scaled Mass | If enabled, scaling affects the mass of the object. | |
Continuous Collision | ||
Collision Group | Collision group for the object. | |
Collide With | Object groups that the object will collide with. | |
Continuous Collision | Use continuous collision on fast moving objects to improve their collision detection (note: using continuous collision can affect performance, do not use unless necessary) |
Fetchable via Value Inspector
Speed | Returns the current speed of the object. |
Position X / Y / Z | Returns the position of the object. |
Direction X / Y / Z | Returns the direction of the object. |
Position Vector | Returns the position of the object as a vector. |