Expand description

Auto-generated component definitions.

Functions

  • Angular velocity: Angular velocity (radians/second) of this entity in the physics scene.
  • Character controller height: The height of the physics character controller attached to this entity.
  • Character controller radius: The radius of the physics character controller attached to this entity.
  • Collider from URL: This entity will load its physics collider from the URL.
  • Collider loaded: This component is automatically attached to an entity once the collider has been loaded (through e.g. collider_from_url).
  • Collider loads: Contains all colliders that were loaded in this physics tick.
  • Contact offset: Contact offset (in meters) of this entity in the physics scene.
  • Cube collider: If attached, this entity will have a cube physics collider.
  • Density: The density of this entity.
  • Dynamic: If this is true, the entity will be dynamic (i.e. be able to move). Otherwise, it will be static.
  • Kinematic: If attached, and this entity is dynamic, this entity will also be kinematic (i.e. unable to be affected by other entities motion). Otherwise, it will receive forces normally.
  • Linear velocity: Linear velocity (meters/second) of this entity in the physics scene.
  • Make physics static: All physics objects will be made static when loaded.
  • Mass: The mass of this entity, measured in kilograms.
  • Physics controlled: If attached, this entity will be controlled by physics.
  • Plane collider: If attached, this entity will have a plane physics collider. A plane is an infinite, flat surface. If you need a bounded flat surface, consider using a cube collider instead.
  • Rest offset: Rest offset (in meters) of this entity in the physics scene.
  • Sphere collider: If attached, this entity will have a sphere physics collider.
  • Unit mass: The mass of a character/unit.
  • Unit velocity: The velocity of a character/unit.
  • Unit yaw: The yaw of a character/unit.
  • Visualize collider: If attached, the collider will be rendered.