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Rigid Body

The rigid body component enables an entity to participate in the scene's physics simulation. This allows realistic simulation of the entity's movement. The component interface dynamically displays different properties based on the 'Type' property.

The rigid body component can be enabled or disabled using the toggle in the top-right of the component panel. When enabled and the component has a sibling collision component, the rigid body participates in physics simulation.

Static

Rigid Body component (Static)

Dynamic

Rigid Body component (Dynamic)

Kinematic

Rigid Body component (Kinematic)

To define the shape of the rigid body, you must add a collision component to the same entity. Otherwise, the rigid body component has no effect and does not participate in physics simulation.

Properties

PropertyDescription
TypeThe type of rigid body:
  • Static
  • Dynamic
  • Kinematic
MassThe mass of the rigid body. If the scene's world units are meters, the mass unit is kilograms.
Linear DampingSpecifies the ratio of linear velocity the rigid body loses per second.
Angular DampingSpecifies the ratio of angular velocity the rigid body loses per second.
Linear FactorA multiplier for the rigid body's linear movement on each world axis. Setting this to 0 for any axis prevents movement on that axis - useful for 2D games or creating 1D/2D movement.
Angular FactorA multiplier for the rigid body's angular (rotational) movement on each world axis. Setting this to 0 for any axis prevents rotation around that axis.
FrictionControls the rate at which the rigid body loses velocity when in contact with other rigid bodies.
RestitutionA measure of the rigid body's elasticity between 0 and 1. Warning: Setting this to 1 means moving rigid bodies will never stop (unless they collide with other rigid bodies with restitution less than 1 or are stopped by script).

Scripting Interface

You can control the rigid body component's properties using a script component. The rigid body component's scripting interface is here.