Object Game Settings

Physics Properties Settings

Physics Properties Settings expose gameplay-facing physics modifiers for selected objects.

What it controls

What this group controls

Use this page as the detailed reference for the Physics Properties Settings group inside the Object Game Settings menu.

Gravity Behavior

Objects can use default world gravity or special gravity-related values depending on the object and level setup.

Movement Inputs

Start velocity, angular movement, force response, and object-specific modifiers can make an object begin the level already moving.

Material Feel

Density, friction, restitution, and related body values decide whether an object feels heavy, slippery, bouncy, rigid, or fragile.

Runtime Effects

Systems such as shape shifter and chips can change physics properties during play, creating machines that evolve while running.

Controls reference

Controls in this panel

These are the controls exposed by the in-game Physics Properties Settings panel. Some controls appear only for object types that support that feature.

Is Magnet

Marks or enables the selected object as magnet.

Magnet Polarity

Sets or controls the magnet polarity value in the Physics Properties Settings panel.

Magnet Field Radius

Sets the radius used by magnet field.

Magnet Force

Sets the force value for magnet.

Is Affected By Magnet

Marks or enables the selected object as affected by magnet.

Set Is Affected By Magnet With Controls

Overrides or assigns is affected by magnet with controls when this setting is active.

Magnetic On Control

Sets or controls the magnetic on control value in the Physics Properties Settings panel.

Is One Side Platform

Marks or enables the selected object as one side platform.

One Side Platform Direction

Sets or controls the one side platform direction value in the Physics Properties Settings panel.

Can Go Through One Side Platform

Allows the selected object to go through one side platform.

Disable One Side Platform On Contact

Prevents or turns off one side platform on contact for this object.

Is Object Water

Marks or enables the selected object as object water.

Water Linear Velocity X

Sets the X-axis value for water linear velocity.

Water Linear Velocity Y

Sets the Y-axis value for water linear velocity.

Water Linear Drag

Sets or controls the water linear drag value in the Physics Properties Settings panel.

Water Angular Drag

Sets or controls the water angular drag value in the Physics Properties Settings panel.

How it works

How it behaves during play

These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.

Body Type Matters

Dynamic bodies react to gravity and collisions. Static bodies hold position. Kinematic bodies can be driven by velocity, paths, or motors.

Forces And Velocity

Forces build motion over time, while start velocities can immediately launch or rotate an object when it is created.

Collision Precision

High precision collision can help complex or fast objects, but it is more expensive and should be reserved for places where it matters.

System Connections

Trigger zones, chips, propulsion, and shape shifter can all change or depend on physics values.

Setup flow

Practical setup checklist

Use this checklist while building or debugging a level that uses Physics Properties Settings.

Start With Defaults

Use default physics first, then change one value at a time so the effect is easy to understand.

Tune Mass Through Scale And Density

Large or dense objects are harder to move and can dominate a mechanism.

Use Sensors Deliberately

Sensors detect contact without physical collision, which is ideal for triggers but wrong for solid platforms.

Test At Full Speed

Run the level repeatedly because small physics changes can create different outcomes in chained machines.