World & physics

Physics Bodies & Collision Groups

Tune the body behind an object, use a simpler collider where appropriate, and configure collision, render and joint groups separately.

Creator guide

What you can build

Tune the body behind an object, use a simpler collider where appropriate, and configure collision, render and joint groups separately.

The options below are grouped by the way you use them. Available controls depend on the selected object, editor mode and enabled features.

Creator guide

Options and behavior

Find the control you need, then follow the setup steps to test it in a level.

Body configuration

Body configuration options
OptionWhat it does
Body TypeDynamic bodies respond to forces, static bodies stay fixed and kinematic bodies follow configured movement without the same force response as dynamic bodies.
Density / Friction / RestitutionTune mass per area, contact grip and bounce.
Linear Damping / Angular DampingReduce linear or rotational motion over time.
Gravity ScaleScale the gravity response of the object.
Inertia Scale / Disable RotationTune resistance to rotation or lock rotation when the gameplay requires it.
Start Velocity X / Start Velocity Y / Start Angular VelocitySet the initial horizontal, vertical and rotational motion.
Use Simple Physics Body / Simple Physics Body TypeReplace the detailed collider with the supported simple shape. Check the collider rather than assuming it matches every visual detail.
Body Width / Body Height / Body RadiusSet the dimensions used by the selected simple body type.
Is SensorDetect contacts without acting as a solid obstacle.

Collision and rendering

Collision and rendering options
OptionWhat it does
Collision Group / Collide WithChoose the object's collision category and the categories it accepts. Both objects' filters matter.
Collision Group IndexMatching non-zero indices override category filtering: positive indices force contact, negative indices suppress contact.
Override Render Layer Group / Render Layer GroupChoose a render-order group independently of the collision category.
Joint Connection Group / Joint Connects To GroupsConfigure which groups are eligible for physical joint connections independently of render order.
Allow Joint Connection From Different Collision GroupPermit supported connections across collision categories.
Debug DrawInspect the actual collision shapes in the level before changing the artwork to solve a physics issue.

Creator guide

Try it in a level

Start with a small scene so each setting has a visible result.

  1. Choose the body type and tune density, friction and bounce on a simple test scene.
  2. Enable a simple collider only when its shape suits the object.
  3. Configure both sides of collision filtering and inspect any non-zero group indices.
  4. Use the render override for visual order and joint groups for connection rules, then test in play mode.

Creator guide

If the result looks wrong

Use the symptom to find the next setting to check.

Objects pass through each other

Check sensor flags, both collision masks and shared negative group indices.

An object looks correct but catches on corners

Use Debug Draw to inspect its actual body. Tune the simple-body dimensions if it uses a simplified collider.

Changing render order breaks contacts

Use Override Render Layer Group instead of changing the collision category solely for visual ordering.