Physics
- , ( *_geometry ||
Entity Component Physics Material physics_material
Physics material which represents a set of physical surface properties.
SchemacontactVelocity
Vector3
Default: [0,0,0]
dynamicFriction
Float
Default: 0.5
isTrigger
Boolean
Default: false
modifyContact
Boolean
Default: false
restitution
Float
Default: 0
staticFriction
Float
Default: 0.5
): creates a static physics bodyEntity Component Collision Geometry Reference collision_geometry_ref
Reference to a collision geometry.
SchemacollisionGeometryRef
Asset UUID
isTrigger=true: creates a static trigger physics bodymodifyContact=true: makes other physics dynamic bodies that contact this geometry be affected by thecontactVelocity.
- , (*_geometry, ||
Entity Component Physics Material physics_material
Physics material which represents a set of physical surface properties.
SchemacontactVelocity
Vector3
Default: [0,0,0]
dynamicFriction
Float
Default: 0.5
isTrigger
Boolean
Default: false
modifyContact
Boolean
Default: false
restitution
Float
Default: 0
staticFriction
Float
Default: 0.5
with convex geometry),Entity Component Collision Geometry Reference collision_geometry_ref
Reference to a collision geometry.
SchemacollisionGeometryRef
Asset UUID
: creates a dynamic physics bodyEntity Component Rigid Body rigid_body
Rigid body parameters.
SchemaangularDamping
Float
Default: 0.05
centerOfMass
Vector3
Default: [0,0,0]
collisionDetection
Unsigned Byte
Default: [0] Discrete
[0] Discrete [1] LinearContinuous [2] AngularContinuous [3] Continuous
isKinematic
Boolean
Default: false
linearDamping
Float
Default: 0
lockedAxis
Unsigned Byte
Default: 0
[1] Linear X [2] Linear Y [4] Linear Z [8] Angular X [16] Angular Y [32] Angular Z
mass
Float
Default: 1
maxAngularVelocity
Float
Default: 100
maxLinearVelocity
Float
Default: 10000000000000000
useGravity
Boolean
Default: true
isKinematic=true: creates a kinematic physics body
- , (*_geometry ||
Entity Component Physics Material physics_material
Physics material which represents a set of physical surface properties.
SchemacontactVelocity
Vector3
Default: [0,0,0]
dynamicFriction
Float
Default: 0.5
isTrigger
Boolean
Default: false
modifyContact
Boolean
Default: false
restitution
Float
Default: 0
staticFriction
Float
Default: 0.5
with convex geometry),Entity Component Collision Geometry Reference collision_geometry_ref
Reference to a collision geometry.
SchemacollisionGeometryRef
Asset UUID
Entity Component Rigid Body rigid_body
Rigid body parameters.
SchemaangularDamping
Float
Default: 0.05
centerOfMass
Vector3
Default: [0,0,0]
collisionDetection
Unsigned Byte
Default: [0] Discrete
[0] Discrete [1] LinearContinuous [2] AngularContinuous [3] Continuous
isKinematic
Boolean
Default: false
linearDamping
Float
Default: 0
lockedAxis
Unsigned Byte
Default: 0
[1] Linear X [2] Linear Y [4] Linear Z [8] Angular X [16] Angular Y [32] Angular Z
mass
Float
Default: 1
maxAngularVelocity
Float
Default: 100
maxLinearVelocity
Float
Default: 10000000000000000
useGravity
Boolean
Default: true
, rigid_body_actuator : creates a dynamic physics body that can be driven externally, and internals can be queried (e.g. angularVelocity, linearVelocity, etc)
- : creates a breakable fixed joint
Entity Component Joint joint
Base component of all the other joint components (revolute_joint, etc.). By itself it will lock the orientations and distances of the constrainer and constrainee.
SchemabreakForce
Float
Default: 10
breakTorque
Float
Default: 10
constrainee
Entity Reference
{linkage,originalEUID,}constrainer
Entity Reference
{linkage,originalEUID,}enableCollision
Boolean
Default: false
- ,
Entity Component Joint joint
Base component of all the other joint components (revolute_joint, etc.). By itself it will lock the orientations and distances of the constrainer and constrainee.
SchemabreakForce
Float
Default: 10
breakTorque
Float
Default: 10
constrainee
Entity Reference
{linkage,originalEUID,}constrainer
Entity Reference
{linkage,originalEUID,}enableCollision
Boolean
Default: false
: creates a customizable joint (all degrees of freedom are customizable)Entity Component Constraint constraint
A physics constraint that can be configured along 6 degrees of freedom. In its default state it behaves as a fixed constraint - that is, it rigidly fixes the constraint frames of its two entities. However, individual degrees of freedom may be unlocked to permit any combination of rotation around the x-, y- and z- axes, and translation along these axes.
SchemamotionLimitSpringDamping
Vector3
Default: [0,0,0]
motionLimitSpringStiffness
Vector3
Default: [0,0,0]
motionLowerLimit
Vector3
Default: [0,0,0]
motionUpperLimit
Vector3
Default: [0,0,0]
swingLimitAngle
Vector2
Default: [0,0]
swingSpringDamping
Float
Default: 0
swingSpringStiffness
Float
Default: 0
twistLimitAngle
Vector2
Default: [0,0]
twistSpringDamping
Float
Default: 0
twistSpringStiffness
Float
Default: 0
unlockedMotion
Unsigned Integer
Default: 0
[1] Along X [2] Along Y [4] Along Z [8] Around X [16] Around Y [32] Around Z
- ,
Entity Component Joint joint
Base component of all the other joint components (revolute_joint, etc.). By itself it will lock the orientations and distances of the constrainer and constrainee.
SchemabreakForce
Float
Default: 10
breakTorque
Float
Default: 10
constrainee
Entity Reference
{linkage,originalEUID,}constrainer
Entity Reference
{linkage,originalEUID,}enableCollision
Boolean
Default: false
,Entity Component Constraint constraint
A physics constraint that can be configured along 6 degrees of freedom. In its default state it behaves as a fixed constraint - that is, it rigidly fixes the constraint frames of its two entities. However, individual degrees of freedom may be unlocked to permit any combination of rotation around the x-, y- and z- axes, and translation along these axes.
SchemamotionLimitSpringDamping
Vector3
Default: [0,0,0]
motionLimitSpringStiffness
Vector3
Default: [0,0,0]
motionLowerLimit
Vector3
Default: [0,0,0]
motionUpperLimit
Vector3
Default: [0,0,0]
swingLimitAngle
Vector2
Default: [0,0]
swingSpringDamping
Float
Default: 0
swingSpringStiffness
Float
Default: 0
twistLimitAngle
Vector2
Default: [0,0]
twistSpringDamping
Float
Default: 0
twistSpringStiffness
Float
Default: 0
unlockedMotion
Unsigned Integer
Default: 0
[1] Along X [2] Along Y [4] Along Z [8] Around X [16] Around Y [32] Around Z
: creates a customizable joint that can be driven externally (by force, velocity, drive, etc)Entity Component Constraint Actuator constraint_actuator
SchemaangularDamping
Vector3
Default: [0,0,0]
angularForceLimit
Vector3
Default: [-1,-1,-1]
angularStiffness
Vector3
Default: [0,0,0]
angularVelocity
Vector3
Default: [0,0,0]
goalOrientation
Quaternion
Default: [0,0,0,1]
goalPosition
Vector3
Default: [0,0,0]
linearDamping
Vector3
Default: [0,0,0]
linearForceLimit
Vector3
Default: [-1,-1,-1]
linearStiffness
Vector3
Default: [0,0,0]
linearVelocity
Vector3
Default: [0,0,0]
type
Integer
Default: [1] ACCELERATION
[0] FORCE [1] ACCELERATION
(
||Entity Component Capsule Geometry capsule_geometry
Capsule geometry.
Schemaaxis
Integer
Default: [1] Y-Axis
[0] X-Axis [1] Y-Axis [2] Z-Axis
height
Float
Default: 1
offset
Vector3
Default: [0,0,0]
radius
Float
Default: 0.5
) &&Entity Component Box Geometry box_geometry
Box geometry.
Schemadimension
Vector3
Default: [1,1,1]
offset
Vector3
Default: [0,0,0]
&&Entity Component Physics Material physics_material
Physics material which represents a set of physical surface properties.
SchemacontactVelocity
Vector3
Default: [0,0,0]
dynamicFriction
Float
Default: 0.5
isTrigger
Boolean
Default: false
modifyContact
Boolean
Default: false
restitution
Float
Default: 0
staticFriction
Float
Default: 0.5
: creates a kinematic character controllerEntity Component Character Controller character_controller
Character controller used for movement constrained by collisions without having to deal with a rigid body. A character controller is kinematic, and so is not affected by forces. It uses its own tweaked collision algorithm to give a good feeling while controlling the character.
SchemaskinWidth
Float
Default: 0
slopeLimit
Float
Default: 45
stepOffset
Float
Default: 0