Dynamic rigidbody interactions
To let your character push and be pushed by dynamic rigidbodies, enable the SimulateDynamicBody
option in your character's authoring component.
When SimulateDynamicBody
is enabled, the character applies force on itself and other rigidbodies to imitate the behavior of a true dynamic rigidbody. This uses the Mass
property of the character's authoring component to simulate collision mass ratios.
SynchronizeCollisionWorld
When dealing with a character that can push or be pushed by other rigidbodies (kinematic or dynamic), you might want to add a PhysicsStep
component to an entity in your scene, and set SynchronizeCollisionWorld
to true. This ensures that the CollisionWorld
that the character update uses for physics queries is updated after the physics systems make the rigidbodies move. The result is that enabling SynchronizeCollisionWorld
removes some slight visual lag between the character and the object it pushes.