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Rigid Body

The Rigid Body Component enables an entity to participate in the scene's physics simulation. This allows the movement of an entity to be simulated realistically. The component interface dynamically displays different attributes based on the 'Type' attribute.

Static

Rigid Body Component (Static)

Dynamic

Rigid Body Component (Dynamic)

Kinematic

Rigid Body Component (Kinematic)

Note that you must add a Collision Component to the same entity in order to define the shape of the rigid body. Otherwise, the Rigid Body Component has no effect and will not participate in the physics simulation.

Properties

PropertyDescription
TypeThe type of the body. Options: Static, Dynamic, Kinematic.
MassDynamic only. The mass of the body in kilograms (when world units are meters).
Linear DampingDynamic only. Specifies the proportion of linear velocity lost per second (0 to 1).
Angular DampingDynamic only. Specifies the proportion of angular velocity lost per second (0 to 1).
Linear FactorDynamic only. Multiplier for the body's linear movement in each world axis (X, Y, Z). If set to 0 for any axis, no movement will occur in that axis - useful for creating 2D games or constrained movement.
Angular FactorDynamic only. Multiplier for the body's angular (rotational) movement about each world axis (X, Y, Z). If set to 0 for any axis, no rotation will occur around that axis.
FrictionControls how quickly a body loses velocity when in contact with other bodies (0 to 1).
RestitutionA measure of the bounciness of a body (0 to 1). Warning: setting to 1 means a moving body will never come to a stop (unless colliding with other bodies with restitutions below 1, or unless a stop is scripted).

See Also

Scripting Interface

You can control a Rigid Body Component's properties using a Script Component. The Rigid Body Component's scripting interface is here.