iTranslated by AI

The content below is an AI-generated translation. This is an experimental feature, and may contain errors. View original article
🎱

[visionOS] Understanding Reality Composer Pro Physics Body Parameters

に公開

Mode

How a physics body behaves within a physics simulation.

Static

The physics body is stationary and does not react to forces or collisions.
Suitable for non-moving objects such as floors or walls.

Kinematic

The movement of the physics body is controlled by the user and is not affected by physical forces.
Used when moving objects via animations or scripts.

Dynamic

The physics body is affected by forces and collisions, resulting in realistic movement.
It moves through interactions with gravity and other objects.

Detect Continuous Collision

Also referred to as CCD (Continuous Collision Detection).
Standard collision detection (Discrete Collision Detection) checks the position of an object every frame to determine if a collision has occurred. Because of this, if an object moves too far between frames, the collision may be missed.
CCD tracks the movement path of the object to detect collisions occurring along the way.

Affected by Gravity

Whether or not the object is affected by gravity. If turned off, it will not fall naturally.

Angular Damping

Resistance during rotation. The higher the value, the stronger the resistance, making it easier for rotation to stop.

Linear Damping

Resistance during movement. The higher the value, the stronger the resistance, making it easier for movement to stop.

Material

Material settings

Static Friction

The frictional force that acts when an object is at rest, preventing it from starting to move.

Dynamic Friction

The frictional force that acts after an object has started moving, hindering its movement.

Restitution

Coefficient of restitution
For example, it determines the bounce height when a basketball hits the ground.
If it is 1, the kinetic energy from before the collision is preserved, and the object bounces back at its original speed.
If it is 0, it does not bounce.

Mass Property

Properties regarding mass

Mass

Mass

Inertia

Inertia
The higher the value, the harder it is to stop immediately.

Center of Mass

Center of Mass

Position

The position of the center of mass. Shifting it can create behaviors similar to a self-righting toy (roly-poly).

Orientation

The orientation of the center of mass.

Movement Locking

Translation Locking

Movement along the checked axes will be disabled.
This can be used in 2D games that utilize physics simulations.

Rotation Locking

Rotation around the checked axes will be disabled.
Useful when you want to keep an object facing the same direction at all times.

Discussion