This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Physics and Sound

Physics settings of a node can be changed on the Physics tab of the Parameters window. Here you can assign a required body to the selected node and then set it up.

Physics Settings

However, a node can participate in physical interactions even if it has no physical body assigned: you can enable collision and intersection detection for node's surfaces on the Node tab of the Parameters window. Some node's surfaces may not participate in collisions and intersections: these options can be enabled on a per-surface basis.

Notice
To adjust settings of all physical objects in the scene at once, tweak the global physics-related settings.

Intersection Parameters#

Intersection Settings

This section provides parameters for setting up how the selected surface participates in intersections.

Enabled Flag indicating if intersections are enabled for the surface.
Mask Intersection mask of the surface. Intersections with the surface will be detected, if its intersection mask matches the intersection mask passed as a function argument, otherwise it is ignored.

Physics Intersection Parameters#

Physics Intersection Settings

This section provides parameters for setting up how the selected surface participates in physics intersections.

Enabled Flag indicating if intersections are enabled for the surface.
Mask Physics Intersection mask of the surface. Physics intersections with the surface will be detected, if its Physics Intersection mask matches the one passed as a function argument, otherwise it is ignored.

Collision Parameters#

Collision Settings

This section provides parameters for setting up how the selected surface collides with other physical bodies and shapes.

Enabled Flag indicating if collisions with the surface are enabled.
Mask Collision mask of the surface. The surface will collide with a shape only if their Collision masks match.

Friction and Restitution#

Friction and Restitution Settings

This section provides parameters for setting up how the selected surface behaves when colliding with physical bodies and shapes.

Friction Coefficient of friction for the surface. This coefficient allows to model more rough rubbing of surfaces and is opposite to the body's movement direction. Friction parameter values of both surfaces being in contact are considered. The resulting calculated friction depends on the objects' masses and gravity, and the angle between contacting surfaces.
  • The higher the value, the less tendency the body has to slide.

Friction is calculated by the contact between physical bodies.

Restitution Coefficient of restitution for the surface. This coefficient determines the degree of relative kinetic energy retained after a collision. It defines how bouncy the object is by contacting with another object. It depends on the elasticity of the materials of colliding bodies. The simulated restitution, like friction, considers the total value for both objects being in contact.
  • The value of 1.0 models elastic collision. Objects bounce off according to the impulse they get by contact.
  • The value of 0.0 models inelastic collision. Objects do not bounce at all.

Restitution is calculated by the contact between physical bodies.

Sound Parameters#

Sound Settings

This section provides parameters for setting up how the selected surface affects sound propagation.

Occlusion Occlusion value of the selected surface. This value determines how much the surface affects sounds in case of occlusion.
Notice
Source Occlusion option must be enabled in the Sound Settings window.
Occlusion Mask Bit mask, that determines which sound sources are occluded by the selected surface. For a sound source to be occluded by the surface, at least one bit of this mask should match the Occlusion mask of the sound source.
Notice
Source Occlusion must be enabled in the Sound Settings window.
Last update: 2024-08-16
Build: ()