Custom Physics Body Component
By adding a PhysicsBodyAuthoring component to a GameObject in the Editor, you can control how it is simulated at run time.
A PhysicsBodyAuthoring component has different MotionTypes:
Static body: The physics solver doesn't move the rigid body. Unity treats any transforms applied to the body as though it is teleporting.Kinematic body: The physics solver moves the rigid body according to its velocity, but treats it as though it has infinite mass. It generates a collision response with any rigid bodies that lie in its path of motion, but is not affected by them.Dynamic body: The physics solver moves the rigid body and handles its collision response with other bodies, based on its physical properties.
The PhysicsBody component has the following properties:
| Field | Description |
|---|---|
| MotionType | Specifies whether the body should be fully physically simulated (dynamic), moved directly (kinematic), or fixed in place (static) |
| Smoothing | Specifies how this body's motion in its graphics representation should be smoothed when the rendering framerate is greater than the fixed step rate used by physics |
| Mass | The mass of the body (default is 1.0f) |
| Linear Damping | This is applied to a body's linear velocity reducing it over time (default is 0.01f) |
| Angular Damping | This is applied to a body's angular velocity, reducing it over time (default is 0.01f) |
| Initial Linear Damping | The initial linear velocity of the body in world space (default is {0.0f, 0.0f, 0.0f}) |
| Initial Angular Damping | This represents the initial rotation speed around each axis in the local motion space of the body i.e. around the center of mass default is {0.0f, 0.0f, 0.0f} |
| Gravity Factor | Scales the amount of gravity to apply to this body, where 1.0f is the default value for -9.8m/s^2 |
| Advanced | |
| World Index | The index of the physics world this body belongs to. Default physics world has index 0 |
| Override Default Mass Distribution | Default mass distribution is based on the shapes associated with this body (default is false) |
| Custom Tags | Specify a custom tag for your body (default is nothing) |
| Detailed Static Mesh Collision | Processes contact detection for dynamic objects colliding with static colliders across both the current and next frame. This helps predict and refine collision accuracy. |