rigid_body
Physics: the object falls, tumbles and collides while the game plays. Needs a collider.
In scene text
rigid_body { motion "…" mass 1 friction 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 10
| Field | Type | Unit / range | What it does |
|---|---|---|---|
motion | text | — | "dynamic" (moved by physics), "kinematic" (moved by gameplay, pushes others) or "static". |
mass | number | kg, 0.001 … 1 | Weight. A crate is about 20, a car about 1400. |
friction | number | 0 … 2 | Grip: ice about 0.05, rubber on concrete about 1. |
restitution | number | 0 … 1 | Bounciness: 0 thuds, 1 bounces back fully. |
linear_damping | number | 0 … 10 | Air drag on movement. |
angular_damping | number | 0 … 10 | Drag on spinning. |
drag | number | 0 … 2 | Air drag coefficient (a baseball 0.35, a golf ball 0.25, a beach ball 0.5): slows it by its speed squared. 0: none. |
lift | number | 0 … 3 | Spin lift (Magnus; 1 a baseball's): a backspun ball floats, a topspun one dips, sidespin curves it. 0: none. |
rolling | number | 0 … 1 | Rolling resistance (a ball on grass 0.06): how fast a roll dies; the larger of it and the surface's. |
fast | true / false | — | Sweep it for collisions whatever its speed: a 150 km/h ball never passes through a bat, a wall or a net. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us