What It Opens
Switches the workflow toward line editing, including object-level settings and point-level shape controls.
Selected object toolbar
When a physics line or one of its points is selected, the toolbar switches to line-editing actions for points, segments, curves, and line skins.
When it appears
Appears when the selected object is a physics line or when the editor is working with physics-line edit points.
Switches the workflow toward line editing, including object-level settings and point-level shape controls.
When a physics line or one of its points is selected, the toolbar switches to line-editing actions for points, segments, curves, and line skins.
What each control does
Physics Line is one of the deepest tools in Ancient Machines. A line can be a drawn collision surface, a non-physical visual, a textured cable, a filled closed shape, a solid converted object, or a chain of segments where each segment has its own gameplay behavior.
Selects which segment of the physics line is being edited. Segment-specific settings, physics overrides, damage, laser, magnet, and one-side platform rules apply to this selected segment.
Helps isolate the selected segment while editing a dense line. Use it when a long line has many small segments and the current one is hard to inspect.
Applies compatible segment settings across the full line instead of only the current segment. This is useful for global texture, physics, and hazard tuning.
Controls the base thickness of the line. It affects readability and can influence the generated collision shape when the line has physics enabled.
Rounds line caps and joins where supported. Enable it for pipes, ropes, soft cables, and smooth rails; disable it for sharp industrial edges.
Draws the selected segment behind other line parts. This helps layered or overlapping line art read correctly.
Chooses how corners are joined: Miter for sharp corners, Bevel for cut corners, or Round for smooth bends.
Allows the segment thickness to change along the line. Use it for tapered branches, ramps, pipes, organic shapes, and hand-drawn looking surfaces.
Controls how strongly the thickness changes. Positive and negative values can make the segment grow or shrink along its direction.
Offsets the visual thickness independently from the base line path. It is useful when the drawing needs to sit differently from the collision center.
Closes the line by connecting the last point back to the first point. This is important for loops, closed shapes, containers, and fill-based line objects.
Moves the selected segment's drawn position without moving the whole object. Use it for visual alignment and layered line styles.
Rotates the selected segment's drawn transform. This is useful when segment artwork needs to be angled differently from its raw points.
Scales the selected segment visually on each axis. It can stretch or compress a segment's drawn shape without redrawing the whole line.
Controls whether the visual line is drawn centered on the path, toward the inner side, or toward the outer side.
Fine-tunes the visual offset from the physics path. Use it when the collision should stay precise but the art should shift.
Skips drawing or processing a selected segment where supported. This can create gaps, broken rails, segmented decorations, or non-continuous paths.
Turns off physics for the selected line segment. The segment can remain visible while no longer acting as a collision surface.
Simplifies line data before it is used. This helps reduce overly dense point data, especially after hand drawing or complex curve edits.
Controls how aggressively the line is simplified. Higher simplification can make physics cleaner but may remove small drawn details.
Converts selected line segments into a solid object shape. This is for cases where a drawn line needs to behave like a filled, solid physics body instead of a thin line.
Controls the precision used when turning line geometry into a solid object. Higher precision can preserve detail but may create heavier physics.
Forces a two-phase conversion path for more difficult line shapes. Use it when a complex line does not convert cleanly in one pass.
Makes the converted solid object's fixture act as a sensor. It can detect overlap without physically blocking movement.
Keeps the original physics line when a solid object is created. Turn it off when the solid object should replace the line, or keep it on for combined visual and physical behavior.
Marks this segment as the start of a solid conversion range. Use it with an end segment to convert only part of a long line.
Marks this segment as the end of a solid conversion range. Everything between start and end can become the converted solid shape.
Allows the selected segment to use its own density, friction, restitution, and sensor settings instead of inheriting the general line settings.
Controls mass behavior for the segment when physics override is enabled. Higher density makes the segment heavier in dynamic setups.
Controls how strongly other objects grip or slide against this segment. Use high friction for sticky ramps and low friction for ice or metal rails.
Controls bounce on the selected segment. Higher values make objects rebound more strongly.
Makes the segment detect contacts without physically blocking objects. This is useful for invisible triggers, damage zones, and detection rails.
Overrides the material type used by this segment. Material affects how the segment is interpreted visually and by gameplay systems that care about material type.
Makes contact with the segment able to destroy other objects. Use it for spikes, cutting lasers represented by lines, saw rails, and lethal surfaces.
Applies continuous damage while another object remains in contact with the segment. Damage Amount controls how strong that continuous damage is.
Multiplies damage caused through contact. Use it to make one segment more dangerous than the rest of the same line.
Makes the segment itself damageable. It can receive damage, lose strength, play damage feedback, and eventually be destroyed.
Shows visual damage on the segment. Damage skin can use line texture compression, fill texture scale, or alpha-based damage display.
Uses transparency as the visual damage indicator. This can make a damaged segment fade instead of showing a separate crack texture.
Controls how much damage the segment can take before it breaks or is considered destroyed.
Starts the segment already partially damaged. Use it for cracked bridges, weakened walls, and puzzle pieces that are close to breaking.
Requires a minimum impact force before damage is applied. This prevents tiny contacts from slowly damaging heavy line structures.
Controls whether segment damage and segment destruction play sounds, and which destroy sound type is used.
Plays particles when the segment is destroyed. The particle type controls the visual effect used for that segment.
Restricts damage or destruction to a chosen direction: Top, Bottom, Left, or Right. Use it for one-sided weak points and directional hazards.
Makes the segment affected by magnet behavior. This lets part of a line participate in magnetic puzzles without making the whole line magnetic.
Allows the selected segment to reflect laser interactions. Use it for mirrors, reflective rails, or line-built optical puzzles.
Controls whether lasers can heal or destroy this segment. Minimum Force To Destroy By Laser and Transfer Laser Impact To Damage tune the laser interaction.
Marks the segment as non-interactive for gameplay interactions where supported. This is useful for purely decorative sections inside a larger line.
Makes the segment behave like a one-way platform. Direction controls which side blocks movement: Top, Bottom, Left, or Right.
Controls transparency for the visible line. Keep alpha high for important collision surfaces and lower for guides or background detail.
Sets the primary color of the line. This color is still important even when textures are enabled because textures can be tinted.
Adds a second line color when enabled. Use it for two-tone cables, rails, warning stripes, and state-readable line art.
Applies a stroke texture to the line. This is how a simple physics line becomes a rope, hose, chain, branch, metal strip, cable, or decorative rail.
Chooses the stroke texture used by the line. The game includes material-like texture families such as wood, metal, rubber, rope, organic, rock, energy, and more.
Controls the scale of the stroke texture along the line. Smaller values make dense texture detail; larger values make larger visible patterns.
Uses bevel texture behavior when the selected line texture supports it. This can make the line read as a raised or rounded material.
Controls how much the stroke texture is compressed or stretched along the line. It changes the texture density on long and short segments.
Mirrors the line texture horizontally or vertically. Use it to align directional textures between connected segments.
Fills the inside of a closed physics line. This is usually used with Connect First And Last Point or with line shapes that enclose an area.
Controls transparency of the fill color. Low alpha can create glass, water, fog, or subtle background panels.
Uses a fill texture inside the closed line shape. This is separate from the line stroke texture.
Chooses the texture used inside the filled shape. This lets a closed line become a textured ground, wall, plate, or custom object surface.
Controls how large the fill texture appears inside the shape.
Mirrors the fill texture horizontally or vertically. Use it to line up patterns across multiple filled line objects.
Rotates the fill texture without rotating the physics object. This is useful for diagonal grain, fabric direction, or mechanical paneling.
How the systems combine
Physics Line is strongest when visual, physics, conversion, and gameplay rules are treated as separate layers.
Line color, second color, alpha, round edge, joint type, texture type, texture scale, bevel texture, compression, and texture flips define how the line looks.
Connect first and last point, enable fill, fill alpha, texture fill, fill texture type, scale, flips, and rotation turn a line into a filled visual surface.
Segment offset, rotation, scale, draw position type, draw offset, thickness change, and segment skip let individual sections differ from the main path.
Disable physics, sensor, density, friction, restitution, material override, and simplification decide how each segment behaves in the simulation.
Convert to solid object, precision, two-phase conversion, sensor fixture, keep physics line, and start/end conversion segment turn drawn line regions into solid objects.
Damage, destruction, constant damage, direction checks, particles, sounds, laser reflection, laser healing/destruction, magnet behavior, and one-side platform rules can differ per segment.
Practical setups
These examples show why Physics Line is more than a drawing tool.
Use a stroke texture, round edges, low/medium thickness, friction override, and several straight segments. Add damage only to weak sections that should break.
Enable line texture and color, then Disable Physics on the decorative segments. The cable remains visible but no longer blocks or pushes objects.
Close the line, enable fill, then Convert To Solid Object with enough precision. Keep Physics Line on if the line art should remain visible after conversion.
Enable Segment Damage or Destroy Other Object on only the dangerous segments. Use direction damage if the hazard should work from one side.
Enable Segment Magnetic only where magnetic objects should react. Leave other segments normal so the player can read which parts affect the solution.
Enable Segment Reflect Laser on selected parts of the line. Combine it with material/texture differences so reflective sections are visually obvious.
Enable One Side Platform and choose the blocking direction. This makes a line act like a platform from one side while allowing movement from the other.
Use fill, damage skin, strength, initial damage, destroy particles, and destroy sound. Convert to solid only if the filled shape must behave as a solid body.
Use Bezier points for smooth curves, lock curve controls while shaping, then simplify only enough to keep collision stable.
How to use it
Use this flow while building or debugging a level that depends on this control.
Select a point when the shape needs to change.
Straight segments are simpler and often more predictable for physics.
Small point changes can create unexpected collision results.