What It Opens
Opens the body setup panel where the selected object can be tuned as a physical part of the level or player-built machine.
Selected object toolbar
The default settings button for most selected objects. It opens the physics/body settings for the selected object.
When it appears
Appears for most single selected physics objects and for several special objects that still expose physical body configuration.
Opens the body setup panel where the selected object can be tuned as a physical part of the level or player-built machine.
The default settings button for most selected objects. It opens the physics/body settings for the selected object.
What each control does
These are the practical controls, values, and toggles connected to this toolbar entry.
Chooses whether the selected body is dynamic, static, or kinematic. Dynamic bodies react to physics, static bodies stay fixed, and kinematic bodies move by configured velocity or systems.
Changes the size of the selected object. Scale affects collision shape, visible size, mass behavior, and Build To Solve cost.
Controls how much mass the object has for its size. Higher density makes the object harder to push or launch.
Controls bounciness. High restitution makes impacts more elastic; low restitution makes impacts flatter.
Controls how strongly the object grips other objects. Higher friction reduces sliding.
Locks rotation so the object does not spin during simulation. Useful for platforms, sliders, and objects that must stay upright.
Makes the object detect overlaps without physically colliding. Use it for trigger-like contact detection.
Hides the object visually while keeping its configured behavior available.
For kinematic setups, reverses velocity when the configured contact condition happens.
Uses more precise collision calculation for tricky shapes. It costs more CPU, so it should be used only where needed.
How to use it
Use this flow while building or debugging a level that depends on this control.
Open Object Settings and check the body type first.
Test the level after each meaningful physics change.
A sensor still detects contact, but it does not collide physically.