Selected object toolbar

Object Settings

The default settings button for most selected objects. It opens the physics/body settings for the selected object.

When it appears

Where this control fits

Appears for most single selected physics objects and for several special objects that still expose physical body configuration.

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.

Why It Matters

The default settings button for most selected objects. It opens the physics/body settings for the selected object.

Detailed behavior

How this control works

This section expands the short walkthrough row into the practical behavior a player or level creator needs to understand.

Body Behavior

Use Object Settings for body type, density, restitution, friction, sensor behavior, visibility, collision precision, and rotation restrictions.

Build Impact

Scale, body type, and physical strength can affect how the object behaves in a Build To Solve machine and can influence solution cost.

Debug Use

When a mechanism feels wrong, this is usually the first panel to check: mass, friction, bounce, sensor state, and hidden state often explain unexpected behavior.

Mode Relationship

The button remains a stable entry point because physical behavior is the base layer underneath game settings, joints, paths, and trigger logic.

What each control does

Control reference

These are the practical controls, values, and toggles connected to this toolbar entry.

Body Type

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.

Scale

Changes the size of the selected object. Scale affects collision shape, visible size, mass behavior, and Build To Solve cost.

Density

Controls how much mass the object has for its size. Higher density makes the object harder to push or launch.

Restitution

Controls bounciness. High restitution makes impacts more elastic; low restitution makes impacts flatter.

Friction

Controls how strongly the object grips other objects. Higher friction reduces sliding.

No Rotation

Locks rotation so the object does not spin during simulation. Useful for platforms, sliders, and objects that must stay upright.

Is Sensor

Makes the object detect overlaps without physically colliding. Use it for trigger-like contact detection.

Is Hidden

Hides the object visually while keeping its configured behavior available.

Reverse Velocities

For kinematic setups, reverses velocity when the configured contact condition happens.

High Precision Collision

Uses more precise collision calculation for tricky shapes. It costs more CPU, so it should be used only where needed.

How to use it

Practical workflow

Use this flow while building or debugging a level that depends on this control.

Select the object that behaves incorrectly or needs tuning.

Open Object Settings and check the body type first.

Tune scale, density, friction, and restitution before changing higher-level game logic.

Test the level after each meaningful physics change.

Use sensor and hidden flags deliberately.

A sensor still detects contact, but it does not collide physically.