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Rigid Bodies

The Rigid Body component makes an entity simulate. Its most important setting is the body type:

Body typeMoves?Use for
StaticNeverFloors, walls, level geometry.
KinematicOnly when you move itPlatforms, doors, scripted movers.
DynamicYes, fully simulatedCrates, 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.

PropertyWhat it does
Body TypeStatic, Kinematic, or Dynamic (above).
Mass / Override MassMass in kg. By default mass is computed from the collider’s volume and density; turn on Override Mass to set it directly.
Use GravityTurn off for projectiles or floating objects.
Linear / Angular DampingDrag that bleeds off movement and spin over time.
Restitution OverrideBounciness, 0 (no bounce) to 1 (perfectly elastic).
Friction OverrideSurface grip.
Center Of Mass OffsetShift the balance point; lower it for car-like stability.
Allow SleepingLet a body that comes to rest stop simulating, which saves cost.
Motion Quality0 = Discrete (cheap); 1 = LinearCast, which stops fast bodies tunneling through thin walls.
Max Linear / Angular VelocitySpeed caps.

Apply forces and impulses, or read velocities, through World.Physics, see Scripting › Physics. Apply forces in OnFixedUpdate so they land on the physics step.