This Feature has been Depricated, Physics nodes can be created through the Physics dropdown menu
- The Physics Toolbar is different from the Physics Panel, which handles collision representations.
- The blue physics node sphere, used to toggle physics on and off for groups of objects
- The red physics joint, which can be used to connect two physics objects
- The snapshot camera, which sends the currently selected nodes' configuration to the server
- Main page: Physics node
Clicking on the blue sphere in the toolbar creates a "physics node". This is a special object which looks like a translucent blue sphere in the game world during development, but will be invisible to players. Physics nodes act as parents to other DYNAMIC physics-enabled nodes, and allow a group of such dynamic nodes to be toggled "active" on and off as a group, and easily reset to a designated starting position all at once. This is useful for cases such as resetting rocks at the top of an avalanche to only fall when some other condition is met, without having to manually place or toggle each one.
- Main page: Physics Joint
- Only two nodes can be connected via one joint node. To connect several nodes together, use one joint node for each pair.
- Moving one of the two connected nodes will cause the other one to "drag" rather than to move exactly in step with the first one.
- See also: Placing objects with physics
Most nodes within the game world may or may not have physics enabled. The default is for the nodes to be STATIC, meaning that they cannot fall or bounce, though other nodes (such as characters, creatures, or projectiles) may still collide with them.
An important point to keep in mind about dynamic objects, is that the movement is generally handled by the client, and is not routinely communicated to the server. For example, if a developer clicks on a "dynamic" rock, lifts it into the sky with the Select & Translate Tool, and moves the rock over a house and then clicks away from the rock to "drop" it onto the house, the server will remember the last place that the rock was when it was moved via the selection tool (in the sky), but not where the rock fell to via its dynamic physics. In other words, if after the rock was dropped, the developer left the area and then re-entered it, the rock's start position would be the place where the developer last touched it, in the sky. The rock might or might not fall when the area was loaded, depending on its settings. It could be configured to fall immediately, or to only move if something else touched or triggered it.
If it is desired for the engine to remember the "after-physics" location of the fallen rock (on the house), as opposed to the before-physics "last placed" location (in the sky), this can be done by clicking on the snapshot icon in the Physics Toolbar, after the rock falls. This sends the rock's new post-physics position to the server. This is useful for cases where a developer might want to drop an oddly-shaped object and get it to settle into a logical configuration via gravity, rather than manually placing it.
- Placing assets with physics (uses the snapshot icon of the Physics Toolbar]]
- Physics node (explains how to group several objects together with a physics node, so that their "active" status can be toggled on and off all at once)
- Physics joint nodes (connect two dynamic nodes together)
- Physics tutorials