Collision and Triggers
Use collision shapes with rigidbodies for physical contacts and trigger volumes for overlap events without blocking motion.
Use collision shapes with rigidbodies for physical contacts and trigger volumes for overlap events without blocking motion.
Combine multiple collision shapes into one compound rigidbody for accurate physics on complex imported meshes.
Follow an end-to-end PlayCanvas game build with video and a playable demo covering physics, UI, and core workflow.
Spawn entities with collision and rigidbody components entirely from scripts for procedural physics objects.
Compare collision picking and framebuffer picking to select 3D entities when the user clicks the scene.
Cast physics raycasts from the pointer to hit colliders and select entities under the cursor in 3D.
Apply forces, impulses, and torques to dynamic rigidbodies and tune damping and mass for responsive physics-driven motion.
Filter physics raycast hits by entity tags so picking ignores the wrong colliders and only selects intended objects.
Enable continuous collision detection on rigidbodies so fast projectiles do not tunnel through thin colliders between steps.
Spawn physics-enabled props at clicked world positions using raycasts against the ground so new bodies collide correctly.
Convert pointer coordinates into per-camera rays when using split viewports so picking hits the correct 3D region in each pane.
Cast a physics ray from the camera through the pointer to detect which entity or shape sits under the cursor.
Follow a controllable character with a chase camera while handling input and physics for a basic third-person movement rig.
Drive a wheeled vehicle with Ammo raycast wheels, suspension, and steering that works on desktop, mobile, and WebXR.