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Global Physics Settings

The Physics section of the Settings window allows you to adjust global physics-related settings: values set here will be applied to all physical objects in the scene.

Notice
To configure physics settings, open the Settings window by choosing Window -> Settings in the main menu and select Runtime -> World -> Physics section.

For more information on how to add physical properties to objects and set up physical interactions, see the articles in the Physics section.

Physics Settings

Global Sound Settings Window

The following settings are available:

Distance Distance from the camera, from which physical interactions will not be calculated. All physics-based nodes freeze if the distance between them and the camera is bigger than the Physics distance. The distance is measured from the camera to the node's bound.
Limited Physics distance
Physics Distance = 40 units
Infinite Physics distance
Physics Distance = inf
Budget Physics simulation time budget in seconds.
FPS Fixed frame rate used to simulate physics. Physics frame rate is independent of the rendering one.
Notice
If physics takes more than the assigned time budget, further calculations are delayed. These calculations shall be performed during the subsequent rendering frames, making physics simulation look like in a "slo-mo" mode. The default budget is 50 ms, but it can be increased, as necessary.
Scale Scale factor to speed up or slow down the physics simulation time, i.e how frequently physics is simulated (for example, slowing down of body's velocity). Only physics ticks are affected, while everything else is rendered at a normal speed.
Iterations The number of iterations for physics during one physics tick. Each iteration the full cycle of physics simulation is performed:
  • updatePhysics() from the world logic is called
  • collision detection is calculated
  • joints are solved
Notice
High number of iterations increases stability, but also results in a higher load. If physics takes more than set in the time budget, next iterations are automatically delayed and moved to the next rendering frame.
Linear damp Damping of objects' linear velocities. This value is added to the linear damping set individually for each object.
  • The higher the value, the faster objects stop moving along the straight line.
Angular damp Damping of objects' angular velocities. This value is added to the angular damping set individually for each object.
  • The higher the value, the faster objects stop their rotation.
Max linear velocity The maximum possible linear velocity.
  • This value is compared to the maximum linear velocity set for each body, and the lowest value serves as a threshold to clip the actual linear velocity, if necessary.
Max angular velocity The maximum possible angular velocity.
  • This value is compared to the maximum angular velocity set for each body, and the lowest value serves as a threshold to clip the actual angular velocity, if necessary.
Frozen linear velocity Linear velocity at which the object becomes frozen, if it keeps both of its velocities (angular and linear) lower than the freeze velocities.
  • This value is compared to the Frozen linear velocity set for each body, and the highest value serves as a threshold to compare actual velocity with.
Frozen angular velocity Angular velocity at which the object becomes frozen, if it keeps both of its velocities (angular and linear) lower than the freeze velocities.
  • This value is compared to the Frozen angular velocity set for each body, and the highest value serves as a threshold to compare actual velocity with.
Frozen frames The number of frames, during which an object should keep both its angular and linear velocities under the specified level to become frozen.
Penetration factor The factor used to define the rebounding force in case of penetration.
  • The minimum value of 0 means there is no rebounding by contact penetration.
  • The maximum value of 1 means objects rebound with the maximum possible impulse.
Penetration tolerance Distance in units indicating how deep one object can penetrate another to be rebounded.
Gravity Three coordinates of the vector used to define a gravity. It creates a world-wide uniform force field. Gravity is applied at the center of mass of each body (except for dummy body) to calculate its acceleration.
  • Normally gravity vector should point downwards, i.e. have negative value along the Z axis.
  • The higher the value along one of the axes, the stronger gravity presses in the specified direction.

Watch an overview of the global physics settings in our video tutorial on physics.

Last update: 2020-05-13
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