============ Rigid Bodies ============ Crown provides rigid body simulation through the Actor Component. Actors are the core objects that participate in the physics simulation, giving realistic physical behaviour. .. figure:: images/actor_component.png :align: center The Actor Component shown in the Inspector. Colliders ========= Colliders define an Actor's physical shape. The shape can be derived from mesh geometry or specified manually. When using a mesh as the source you can choose between fast analytic shapes (``sphere``, ``capsule`` or ``box``) or more accurate representations such as ``convex_hull`` or ``mesh``. .. figure:: images/collider_component.png :align: center The Collider Component shown in the Inspector. Analytic shapes are much cheaper to simulate and are recommended whenever they provide acceptable results; use convex or full mesh shapes only when you need precise collision geometry. Only analytic shapes can be specified manually. Actors ====== Actors provide physical behaviour to the Unit they are attached to. An Actor defines the physical object's :ref:`class `, its :ref:`material `, :ref:`collision filter `, mass, and other simulation properties. Actor Class ----------- A project defines a set of global actor classes. The default classes are described below: * ``static``: immovable actors, they just collide. * ``dynamic``: fully simulated actors affected by forces and collisions. * ``keyframed``: actors driven by animation or code; they push away dynamic actors but are not influenced by them. * ``trigger``: non-blocking actors used to detect overlap events. You can define additional classes and tune class behavior in the :ref:`Global Physics Config`. Collision Filter ---------------- Collision filters control which actors interact with which. The ``default`` filter applied to new actors allows interaction with other actors using the same ``default`` filter. A ``no_collision`` filter is available to make actors ignore collisions entirely. Custom, arbitrarily complex filters can be added and configured via the :ref:`Global Physics Config`. Material -------- Materials specify the physical properties of actors. Create new materials in the :ref:`Global Physics Config`. Movers ====== The Mover Component is a specialized kinematic actor that implements classic collide-and-slide behavior and is better suited for character controllers and NPCs that require deterministic movement under direct control of the player or scripts. .. figure:: images/mover_component.png :align: center The Mover Component shown in the Inspector. The Mover uses a configurable capsule collider aligned vertically to the world Z axis. It supports configurable maximum slope angle to limit climbing and adjustable center point.