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Physics and Colliders
Rigid bodies, collision generation, and movement flags

Rigid bodies

  • Objects tagged with physics data become RigidBody3D instances. Movement and jump forces are applied in the physics step.
  • Characters use the advanced rigid body base to support jump forgiveness, run toggles, and dampening.
  • Player controls gate physics input when global deactivation flags are set (used during cutscenes or menus).

Collision shapes

  • ShapeGuesser builds colliders from imported meshes; opt into simplified boxes for triggers and hold zones to keep performance predictable.
  • Holdable objects keep their rigid body properties; gravity scales and damping are saved/restored when picked up.

Gravity and movement

  • Scene-level gravity overrides affect all rigid bodies. Characters read the global default gravity when applying forces.
  • Player turn speed, mouse sensitivity, and camera pitch clamping are configurable in Blender and applied at runtime.