Gravity Behavior
Objects can use default world gravity or special gravity-related values depending on the object and level setup.
Object Game Settings
Physics Properties Settings expose gameplay-facing physics modifiers for selected objects.
What it controls
Use this page as the detailed reference for the Physics Properties Settings group inside the Object Game Settings menu.
Objects can use default world gravity or special gravity-related values depending on the object and level setup.
Start velocity, angular movement, force response, and object-specific modifiers can make an object begin the level already moving.
Density, friction, restitution, and related body values decide whether an object feels heavy, slippery, bouncy, rigid, or fragile.
Systems such as shape shifter and chips can change physics properties during play, creating machines that evolve while running.
How it works
These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.
Dynamic bodies react to gravity and collisions. Static bodies hold position. Kinematic bodies can be driven by velocity, paths, or motors.
Forces build motion over time, while start velocities can immediately launch or rotate an object when it is created.
High precision collision can help complex or fast objects, but it is more expensive and should be reserved for places where it matters.
Trigger zones, chips, propulsion, and shape shifter can all change or depend on physics values.
Setup flow
Use this checklist while building or debugging a level that uses Physics Properties Settings.
Use default physics first, then change one value at a time so the effect is easy to understand.
Large or dense objects are harder to move and can dominate a mechanism.
Sensors detect contact without physical collision, which is ideal for triggers but wrong for solid platforms.
Run the level repeatedly because small physics changes can create different outcomes in chained machines.