Rigid Bodies
The Rigid Body component makes an entity simulate. Its most important setting is the body type:
| Body type | Moves? | Use for |
|---|---|---|
| Static | Never | Floors, walls, level geometry. |
| Kinematic | Only when you move it | Platforms, doors, scripted movers. |
| Dynamic | Yes, fully simulated | Crates, props, anything that falls and bounces. |
A dynamic body needs a collider with volume to get its mass. Static and kinematic bodies are not pushed by collisions, but dynamic bodies still collide with them.
Key properties
Section titled “Key properties”| Property | What it does |
|---|---|
| Body Type | Static, Kinematic, or Dynamic (above). |
| Mass / Override Mass | Mass in kg. By default mass is computed from the collider’s volume and density; turn on Override Mass to set it directly. |
| Use Gravity | Turn off for projectiles or floating objects. |
| Linear / Angular Damping | Drag that bleeds off movement and spin over time. |
| Restitution Override | Bounciness, 0 (no bounce) to 1 (perfectly elastic). |
| Friction Override | Surface grip. |
| Center Of Mass Offset | Shift the balance point; lower it for car-like stability. |
| Allow Sleeping | Let a body that comes to rest stop simulating, which saves cost. |
| Motion Quality | 0 = Discrete (cheap); 1 = LinearCast, which stops fast bodies tunneling through thin walls. |
| Max Linear / Angular Velocity | Speed caps. |
Moving bodies from a script
Section titled “Moving bodies from a script”Apply forces and impulses, or read velocities, through World.Physics, see
Scripting › Physics. Apply forces in OnFixedUpdate
so they land on the physics step.