Physics
Overview
Use this Handbook to help you discover Sceneri Mini’s many features, and how to use them. Read it from start to finish or click from link to link and explore. Refer to a specific section to fill a gap in your knowledge, or use Search to find the answers you need faster.
Collider Components
Colliders are 3D shapes that define the boundaries of objects for collision detection, determining when and how objects in the environment interact with each other. Sceneri provides several types of colliders, each tailored to different object shapes and physics needs.
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Box Collider
Creates a rectangular collision boundary, ideal for objects with a box-like shape, such as crates or walls.
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Capsule Collider
Forms a pill-shaped boundary, commonly used for character collisions as it provides a smooth surface for upright objects.
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Cylinder Collider
Creates a cylindrical boundary, well-suited for objects like pillars or pipes.
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Mesh Collider
Uses a 3D mesh shape to define complex collision boundaries, ideal for irregularly shaped objects like rocks or buildings.
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Plane Collider
Creates an infinite flat surface, often used for ground planes or large, flat boundaries.
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Sphere Collider
Defines a spherical boundary, ideal for round objects like balls or projectiles.
Constraint Components
Constraints are physics components that control how objects connect and interact with each other, restricting movement or enforcing specific physical behaviors. Constraints in Sceneri include both standard constraints for basic interactions and specialized constraints for more advanced setups.
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Cone Constraint
Allows rotation within a conical area, often used for joints that have limited rotation, like a shoulder or hip.
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Distance Constraint
Keeps two objects a fixed distance apart, useful for creating rope-like or chain connections.
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Fixed Constraint
Locks two objects together with no relative movement, ideal for creating rigid structures or assemblies.
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Hinge Constraint
Allows rotation around a single axis, similar to a door hinge or a lever.
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Line Constraint
Restricts movement along a single line or axis, suitable for objects that slide in a straight path.
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Plane Constraint
Restricts movement to a flat 2D plane, allowing freedom within the plane but restricting movement perpendicular to it.
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Point Constraint
Connects two objects at a single point, allowing rotation but preventing separation.
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Spline Constraint
Restricts an object’s movement along a predefined spline path, ideal for creating guided movements like vehicles on a track.
Gravity Components
In Sceneri, gravity components provide flexible ways to simulate gravitational forces within a game environment, enabling unique and realistic interactions. Directional Gravity applies a consistent force in a specific direction, ideal for traditional gravity or environments where all objects fall in one direction. Spherical Gravity exerts a radial pull toward a central point, useful for planets or objects with gravitational fields that draw items inward, like a black hole. Spline Gravity follows a custom path, allowing developers to create gravity effects that guide objects along a spline. Together, these gravity components enable diverse, creative setups for physics-driven worlds.
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Directional Gravity
Applies gravitational force in a specified direction, allowing objects and players to move as if pulled by gravity along customizable axes.
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Spherical Gravity
Generates gravitational pull toward a central point, simulating planetary gravity for objects and players, enabling orbits and radial movement within a spherical field.
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Spline Gravity
Applies gravitational force along a curved path, guiding objects and players to follow the spline’s shape, ideal for creating winding tunnels or tracks with directional gravity.
Summary
Sceneri’s physics components, offer powerful tools for adding realistic physical interactions to game worlds. Colliders define how objects detect and respond to collisions, while constraints allow for specialized interactions, from simple hinged doors to complex machinery. The the gravity components begin impacting entire worlds that can be manipulated during gameplay to completely change the play of your game. By combining these components, developers can create dynamic, engaging, and physically responsive environments that enhance gameplay and immersion.
Feedback
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