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.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.