Physics Settings
Use Physics Settings for a resizable shape or a standard imported GLB when the item should keep a physical body in the game. Open the item's Shape Settings or GLB Settings, then choose Physics Settings and Edit.
Physics settings are persistent item settings. They are different from an Interactive Studio physics effect, which is an action that happens at a moment in a task. An effect can temporarily arrange physics for an action; turning on Has Physics is what makes the item itself consistently physical when the game loads.
Shared controls
| Control | What it does | When to use it |
|---|---|---|
| Has Physics | Gives the item a persistent physics body. | Turn it on for a ball, movable crate, or prop that should respond to force. |
| Save Position Between Loads | Keeps the item's settled physical position when the game is loaded again. | Turn it on only when the final resting place is part of the experience. |
| Moveable By Player | Lets players push the item by walking into it. | Use it for a light crate or ball; leave it off for scenery. |
| Weight | Sets the mass used by the physical body. The available range is 0.1 to 50. |
Use a lower value for easy-to-push props and a higher value for heavier ones. |
| Lock Position X / Y / Z | Stops physical movement along the selected world axis. | Lock Y for a sliding object that should not fall. |
| Lock Rotation X / Y / Z | Stops turning around the selected axis. | Lock rotations to keep a crate upright. |
| Physics Label | An optional matching label for physics-item trigger zones. | Use it only when a trigger should react to a particular class of physical item. |
First example: a resettable pushable cube
- Place a resizable cube in an open test area.
- Open Shape Settings, then Physics Settings and choose Edit.
- Turn on Has Physics and Moveable By Player.
- Leave Save Position Between Loads off, so the cube starts from its authored location after the game reloads.
- Set a moderate Weight, then test whether the player can push it at a comfortable pace.
- If the cube rolls when it should slide, use the rotation locks that match the motion you want.
Saved position versus a resettable prop
Turn on Save Position Between Loads only after testing the intended full game loop. A puzzle object that should remain where a player pushed it needs this setting. A ball that should return to the beginning on a fresh load does not.
Physics labels and no-code triggers
Set the same Physics Label on a physical item and the relevant physics-item trigger setup when a trigger should react only to that kind of item. Leave the trigger's matching label empty when any physical item should work. For the task side of that interaction, see Physics Item Enter Trigger and Physics Item Exit Trigger.
Extra control on standard imported GLBs
GLBs add Collider Shape to this panel:
| Choice | Tradeoff |
|---|---|
| Bounding Box | The simplest and most robust option; a good first test. |
| Convex Hull | A single shape that can fill hollow areas. |
| Per-Part | Preserves gaps between parts, but thin parts can leave gaps in collision. |
| Convex Decomposition | The closest fit, with the highest cost. |
Choose the simplest collider that gives players the expected result. Test the actual player path after changing it; a detailed model can still need a simpler collision shape to play well.
