A Physics component marks a game object as a “physics object” that should be simulated by physics. Nearly all game objects with Physics will also have a Physics Shape component on the same object or its children. See the Physics reference for details on how physics simulation is structured in Story Machine.

Behavior

Determines how the object will be simulated by the physics system.

  • Static Background - This object does not move but can still collide with other objects. Useful for creating collision shapes that define walls or floors.
  • Kinematic - This object will be moved by velocities (set by the Physics action, but will not be affected by forces, collision, or gravity.
  • Dynamic - This object will be fully simulated by physics, including gravity and other forces, velocities, collision, etc.

Lock X

If set, the physics simulation won’t move this object on the X axis.

Lock Y

If set, the physics simulation won’t move this object on the Y axis.

Lock Rotation

If set, prevents the physics simulation from changing the rotation of this object.