Physics
Lumina’s physics runs on Jolt, a fast, multi-threaded physics engine. You set physics up by adding components to entities, the same way you add a mesh or a light, see Entities & Components.
The model
Section titled “The model”Two pieces make an entity physical:
- A Rigid Body decides how the entity moves: static, kinematic, or dynamic.
- One or more Colliders give it a shape to collide with.
A rigid body with no collider has nothing to hit, and a collider with no rigid body is inert. A solid object needs both:
Crate (entity)├── Static Mesh what you see├── Rigid Body Dynamic└── Box Collider what it collides withWhere physics runs
Section titled “Where physics runs”Physics only simulates in Game and Simulation worlds, that is, while you Play or Simulate. The editor world does not tick physics, so bodies sit still until you press Play. See Worlds & Coordinates.
This section
Section titled “This section”- Rigid Bodies, how an entity moves.
- Colliders, the shapes it collides with.
- Collisions & Triggers, layers, masks, and trigger volumes.
- Character Controller, walking, jumping, and player movement.
- Materials & Destruction, surface properties and breakable objects.
To drive physics from a script (forces, velocities, contact callbacks), see Scripting › Physics.