Angular velocity: Angular velocity (radians/second) of this entity in the physics scene.
Box collider: If attached, this entity will have a box physics collider.
Character controller height: The height of the physics character controller attached to this entity.
Character controller radius: The radius of the physics character controller attached to this entity.
Collider from URL: This entity will load its physics collider from the URL.
Collider loaded: This component is automatically attached to an entity once the collider has been loaded (through e.g. collider_from_url
).
Collider loads: Contains all colliders that were loaded in this physics tick.
Contact offset: Contact offset (in meters) of this entity in the physics scene.
Density: The density of this entity.
Dynamic: If this is true, the entity will be dynamic (i.e. be able to move). Otherwise, it will be static.
Ensures the physx simulation data is available.
Initialize the components for the module
Kinematic: If attached, and this entity is dynamic, this entity will also be kinematic (i.e. unable to be affected by other entities motion). Otherwise, it will receive forces normally.
Linear velocity: Linear velocity (meters/second) of this entity in the physics scene.
Make physics static: All physics objects will be made static when loaded.
Mass: The mass of this entity, measured in kilograms.
Physics controlled: If attached, this entity will be controlled by physics.
Plane collider: If attached, this entity will have a plane physics collider.
Rest offset: Rest offset (in meters) of this entity in the physics scene.
Starts the physx simulation step concurrently.
Sphere collider: If attached, this entity will have a sphere physics collider.
Unit mass: The mass of a character/unit.
Unit velocity: The velocity of a character/unit.
Unit yaw: The yaw of a character/unit.
Visualizing: If attached, the physics state of this object will be rendered for debugging purposes.