A Physics Shape defines a volume with mass that is attached to a Physics object. Physics shapes can be components on the same object as the Physics component, or on one of its children. By positioning multiple Physics Shapes under a single Physics object, you can create complex objects. See the Physics reference for details on how physics simulation is structured in Story Machine.
Weight (kg)
The weight of this shape on Earth.
Collision shape
The type of shape to simulate. Options are:
- Sphere
- Rectangle
- Rounded Rectangle
- Capsule
Friction
A value between 0 and 1 that indicates how much friction to apply to the surface of this object when it scrapes against other objects. Higher values indicate more friction.
Bounciness
A value between 0 and 1 that indicates how bouncy this object is. A value of 1.0 means that the object does not lose energy when it bounces off of another object. A ball of clay would have a bounciness value near zero, a basketball would have a higher value, and a solid steel ball would be close to 1.0.
Match size to bounds
If set, the bounding volume of the host game object will be used to determine the size of the shape. If this value is not set, you can customize the size yourself (see below).
Size X
If “Match size to bounds” is not set and the shape is not a sphere, indicates the width of the shape.
Size Y
If “Match size to bounds” is not set and the shape is not a sphere, indicates the height of the shape.
Radius
If “Match size to bounds” is not set and the shape is a sphere, indicates the radius of that sphere.