Physics and Colliders
Rigid bodies, collision generation, and movement flags
Rigid bodies
- Objects tagged with physics data become
RigidBody3Dinstances. 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
ShapeGuesserbuilds 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.
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