Explore the project settings that manage the global settings for 2D Physics Core. To open these settings, go to Edit > Project Settings > Physics Core 2D.
Note: This documentation is about using Pose, Area, and Constraint components. To use 2D physics in the Unity Editor using components like the Rigidbody 2D component, refer to 2D physics instead.
To open the Physics Core 2D project settings window, go to Edit > Project Settings… > Physics Core 2D.
| Property | Description |
|---|---|
| Physics Core Settings | Assigns a set of global settings for physics objects and the physics simulation. For more information, refer to Configure global 2D Physics Core settings. |
| Make Asset | Creates a Physics Core Settings 2D asset and assigns it to Physics Core Settings. This button is available only while Physics Core Settings is empty. |
The properties in this section set the default Callback Source value a component uses when you add a new component to a GameObject.
| Section | Property | Description |
|---|---|---|
| Physics Pose | Callback Source | Sets the default Callback Source value for a newly added Physics Pose component. Existing components keep their own value. For more information, refer to Physics Pose component reference. |
| Physics Area | Callback Source | Sets the default Callback Source value for a newly added Physics Area component. Existing components keep their own value. For more information, refer to a Physics Area component’s reference page, for example Physics Area Circle component reference. |
| Physics Constraint | Callback Source | Sets the default Callback Source value for a newly added Physics Constraint component. Existing components keep their own value. For more information, refer to a Physics Constraint component’s reference page, for example Physics Constraint Distance component reference. |
Use the properties in this section to pin properties to the top of a component’s Inspector window. For more information, refer to Pin properties in 2D Physics Core.
| Property | Sub-property | Description |
|---|---|---|
| Off | N/A | Disables pinned properties for the project. This is the default. |
| Custom property assets | N/A | Lists the custom properties assets in the project folder. For more information, refer to Custom property asset properties. |
| N/A | Radio button | Activates the custom property group, so Unity pins the properties to the top of the component’s Inspector window. |
| N/A | Make Asset | Creates a Custom Properties asset and assigns it to the item. |
| N/A | ✕ | Removes the item from the list. This doesn’t delete the Custom Properties asset itself. |
| Add Custom | N/A | Adds a custom property field to the list, so you can assign a custom properties asset to it. |
| Property | Description |
|---|---|
| Name | Sets the name of the Custom Properties asset. |
| Add Component Type | Adds a component type you want to pin properties for. |
Each component type section has the following properties:
| Property | Description |
|---|---|
| Remove | Removes the component type section. |
| Properties | The properties Unity pins to the top of the component’s Inspector window. Click and drag the handle to change the order of a property. Use the checkbox to enable or disable a property. Select X to remove a property from the list. |
| Add Property | Adds a property to pin to the top of the component’s Inspector window. |
The Settings tab contains the settings from the Physics Core Settings 2D asset you assign to the Physics Core Settings property.
The properties in this section configure the layers Unity uses to detect collision. For more information, refer to Configure collisions between 2D Physics Core objects.
| Property | Description |
|---|---|
| Physics Layer Names | Sets the names of the 64 layers 2D Physics Core uses if you enable Use Physics Layers. By default, the first layer has the name Default and the other layers have no name. |
The properties in this section set the default values when you create a new definition object. For the individual sections, refer to the following:
The General section contains the following properties.
| Property | Description |
|---|---|
| Physics World Definition | Sets the initial properties of a new physics world. For more information, refer to Physics Simulation Definition asset reference. |
| Physics Body Definition | Sets the initial properties of a new physics body. For more information, refer to Physics Pose component reference. |
| Physics Shape Definition | Sets the initial properties of a new physics shape. |
| Physics Chain Definition | Sets the initial properties of a new physics chain. |
The Joints section contains the following properties.
| Property | Description |
|---|---|
| Physics Distance Joint Definition | Sets the initial properties of a new distance joint. For more information, refer to Physics Constraint Distance component reference. |
| Physics Fixed Joint Definition | Sets the initial properties of a new fixed joint. For more information, refer to Physics Constraint Fixed component reference. |
| Physics Hinge Joint Definition | Sets the initial properties of a new hinge joint. For more information, refer to Physics Constraint Hinge component reference. |
| Physics Relative Joint Definition | Sets the initial properties of a new relative joint. For more information, refer to Physics Constraint Relative component reference. |
| Physics Slider Joint Definition | Sets the initial properties of a new slider joint. For more information, refer to Physics Constraint Slider component reference. |
| Physics Wheel Joint Definition | Sets the initial properties of a new wheel joint. For more information, refer to Physics Constraint Wheel component reference. |
| Property | Description |
|---|---|
| Auto-Edit Active Setting | Enables editing the properties of the active Physics Core Settings 2D asset. Disable the setting to edit the settings of the Physics Core Settings 2D asset you select in the Project window instead. |
| Transform Change Mode | Sets when Unity sends notifications to callbacks when the transform of a physics body changes. The options are:
|
| Contact Filter Mode | Determines how Unity combines the Categories and Contacts properties of two shapes to decide whether they make contact. The options are:
|
| Contact Filter Group Mode | Determines how Unity uses the Group Index property of two shapes to decide whether they make contact. The options are:
|
| Rendering Mode | Determines whether Unity draws a debug visualization in a built project. The options are:
|
| Initial World Capacity | Sets the number of worlds Unity allocates. Unity always creates one physics world by default, and allocates more worlds if it needs to. The default is 4, and the range is 1 to 1024. |
| Concurrent Simulations | Sets the number of physics simulations that can run at the same time. The default is 2. |
| Length Units Per Meter | Sets the number of Unity units that correspond to one meter in the physics simulation. The default is 1. |
| Use Physics Layers | Enables 2D Physics Core using the 64 layers in the Layers section. If you disable this property, 2D Physics Core uses the 32 GameObject layers instead. For more information, refer to Configure collisions between 2D Physics Core objects. |
| Disable Simulation | Stops the simulation. You can still use the API as normal while the simulation is stopped. |
| Always Draw Worlds | Creates a DrawResults object with the debug draw visualization, even if you set Rendering Mode to disable drawing in a built project. For more information, refer to PhysicsWorld.DrawResults. |