Physics INI files
Physics INI files are optional files which reside in the Repository, and define override physics-related information for a particular asset. This override modifies the collision representation for all of the asset's instances in a world, if those instances are still using the DEFAULT_SHAPE as their PhysicsShape property.
The INI file, if created, resides in the same folder as the asset, and can be modified with any text editor, though if modification is necessary, it is almost certainly easier to modify the data via the HeroBlade Physics Panel's Shape Editor.
If an asset has no associated INI file, its original collision representation will depend on whether it is a STATIC or DYNAMIC object (in its PhysicsType property):
- STATIC objects have their original collision representation as EXACT MESH, which conforms to the original polygon mesh of an object as designed by the artist who created it
- DYNAMIC objects have their original collision representation as CONVEX HULL, which is standard for most physics engines.
To see how this works:
- Select an object that is a STATIC physics object (its PhysicsType property)
- In the Physics Panel, select the "Visualize Physics Data" checkbox
- The physics collision representation for the object should be the exact mesh of the object
- In the Properties panel, change the object's PhysicsType to DYNAMIC
- The collision representation for the object should automatically switch to ConvexHull.
To create a different collision representation for a DYNAMIC object, use the Physics Shape Editor in the Physics Panel. There, different representations (mesh, sphere, box, convexhull, or custom) can be tested. If a new representation is then published, via the Build and Publish button, that is when an INI file will be created, if it does not already exist.
Collision representation can also be set on a per-instance basis, via the Properties panel for each instance, by modifying the PhysicsShape field.