Hology
Hology
Hology
  • 👋Welcome to Hology Docs
  • Getting started
    • Introduction to Hology
    • The first steps
    • Editor basics
      • Flying in scenes
      • Placing objects
      • Select objects
      • Transform
      • Grouping objects
      • Duplicate
    • Starter project - Third person shooter
  • Tutorials
    • Rolling ball - Gameplay programming
    • Character movement programming
    • Character AI behavior
  • Release
    • Distribution
      • Discord Activities
      • Facebook Instant Games
      • Upload to Itch.io
      • Host with GitHub Pages
      • Publishing to Steam
      • iOS and Android
  • Assets
    • 3D Models
      • Custom collision shapes
      • Material slots
    • Materials
    • Textures
    • Prefabs
  • Gameplay
    • Actors
      • Creating actor classes
      • Actor parameters
      • Actor components
      • Actor lifecycle
      • Spawning actors
      • Moving actors
    • Services
      • Load assets
    • Player input
    • Collision detection
    • Physics
      • Physics body types
      • Applying forces
      • Ray casting
    • Trigger volumes
    • Character movement
    • Pointer events
    • Animation
      • Animation system
      • Character Animation
      • Animation State Machine
    • Sound
      • Audio parameter
    • World
    • Navigation
  • Shaders
    • Introduction to shaders
    • Creating shaders
    • Shader parameters
    • Typescript shaders
      • Types
      • Math functions
      • Attributes
      • Varying
      • Uniforms
      • Textures
      • Arrays
      • Select
      • Lighting
    • Painted materials
    • Water shader tutorial
  • Level design
    • Landscape sculpting
    • Landscape painting
    • Grass
  • User Interfaces
    • Creating user interfaces
    • Using React
    • VR
  • Visual Effects
    • Introduction to VFX
    • VFX Assets
  • Integrations
    • Arcweave
Powered by GitBook
On this page
  • Static Bodies
  • Kinematic Bodies
  • Dynamic Bodies
  1. Gameplay
  2. Physics

Physics body types

The physics system needs to understand how to simulate physics for an object and how these objects will interact with others. The physics body type has great effect on this so it is important to select an appropriate type.

Static Bodies

Description: Static bodies are objects that do not move. They are unaffected by forces or collisions, and they do not have a velocity. Static bodies are typically used for objects that are part of the environment or scene and should remain stationary, such as the ground, walls, or other immovable objects.

Characteristics:

  • Immovable: Static bodies remain in a fixed position.

  • Unaffected by Forces: They do not respond to forces, impulses, or collisions.

  • No Dynamics: They do not have linear or angular velocity.

Usage Example: Static bodies are used for objects like floors, platforms, or boundaries in a game or simulation, where these objects should not move but can interact with dynamic bodies.

Kinematic Bodies

Description: Kinematic bodies are objects that can move but are not influenced by physics forces. Their movement is controlled by setting their velocity or position directly. Kinematic bodies are useful for objects that need to follow a specific path or animation, such as moving platforms or characters with scripted movements.

Characteristics:

  • Controlled Motion: Kinematic bodies are moved explicitly by setting their position or velocity.

  • Unaffected by Forces: They do not respond to forces, impulses, or collisions, but they can affect dynamic bodies through collisions.

  • Predictable Movement: Their motion is defined by the programmer or simulation logic.

Usage Example: Kinematic bodies are used for objects that need to move in a controlled manner, such as elevators, moving platforms, or NPCs following a path.

Dynamic Bodies

Description: Dynamic bodies are objects that are fully simulated by the physics engine. They respond to forces, impulses, and collisions, and their motion is determined by the laws of physics. Dynamic bodies are used for objects that need realistic physical behavior, such as characters, vehicles, and objects that can be thrown or pushed.

Characteristics:

  • Fully Simulated: Dynamic bodies are affected by forces, impulses, collisions, and gravity.

  • Realistic Motion: Their movement is determined by physics calculations, making them behave naturally.

  • Interactive: They can interact with other bodies (static, kinematic, and dynamic).

Usage Example: Dynamic bodies are used for objects that need to behave realistically in a physical simulation, such as balls and crates

PreviousPhysicsNextApplying forces

Last updated 11 months ago