Physics node

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This tutorial discusses how to create a physics node and then use it to control whether physics is activated or not for a group of objects.



Coordinating physics simulation between clients is a difficult technical challenge. One way you can do it is to create a specific simulation with a known starting condition, and then control on each client when the simulation starts (and be able to reset back to the known condition). This is what the Physics Node does.

The Physics Node is created via the Physics Toolbar, and becomes the parent object to a group of physics-enabled child objects. The children will not react to the environment though, unless the Physics Node's ACTIVE property is set to TRUE. When the Physics Node's ACTIVE property is set back to FALSE, all of the children nodes will return to their original locations.


Tip: A faster way to parent child objects to a physics nodes: Before you create the physics node, click and drag to select all the children, and then when you click on the blue sphere in the Physics Toolbar to create the physics node, it will automatically be the parent of the selected nodes.

Enable physics on the nodes

See also: Collision representation

Changing start position

To change the start position of a child object, set the Physics node "Active" property to False, and simply move the child to a different location with one of the selection tools.

See also

Tutorial on how to use physics to adjust an asset's location, and then notify the server of the new location.
Brief tutorial on how to create several dynamic objects which can be pushed by your character into a sinkhole, and then all reset back to a starting location.
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