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.
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.
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 class, its material, 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 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 Global Physics Config.
Material¶
Materials specify the physical properties of actors. Create new materials in the 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.
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.