DeepAR 3.0 introduces physics components that allow you to build simple physics simulations. This functionality is still in beta and some bugs might be present. We recommend you save your effects frequently.
The new physics components, as well as debug options, can be found in the Physics menu item of the menu bar.

Physics World
Controls the child and descendant physics objects. This component must be added to an ancestor node in order for the simulation to run.

Parameters:
Enable Simulation
enable/disable physics simulation
setting this value to false will behave the same as if no physics world was added
Gravity
the force representing gravity in world space (positive Y is down)
Kinematic Knockback Factor
multiplier of an impulse which will be applied by static physics bodies to non-static physics bodies with which they collide
setting this value to 0 will disable the knockback.
NOTE: Physics objects that are assigned to different physics worlds will NOT interact with each other.
Physics Body
Adding any Physics body component to a game object will put its motion under the control of the ancestor Physics world.

Physics body components differ in the shape of their colliders.
The default colliders have fixed rotation values - if added to the object itself, they inherit the position, but not the other properties.
Physics Box Body
A physics body with a box collider.

Parameters
Static object
static objects are not controlled by physics but do interact with other physics body objects
static objects implicitly have zero mass
Mass
the mass of an object
zero mass implies static object
Ignore gravity
controls if the object is affected by gravity
other forces will still move the object
Solid object
solid objects will collide with other solid objects
making bodies non-solid can be useful for detecting collisions, but not responding to them
Fixed Position
physics does not affect the position of the object in the axes that are fixed
Fixed Rotation
physics does not affect the rotation of the object in the axes that are fixed
Restitution
coefficient representing the elastic collision ratio for a certain object
Extent
X, Y, and Z sizes of the collider
Physics Sphere Body
A physics body with a sphere collider.

Parameters
Static Object, Mass, Ignore Gravity, Solid Object, Fixed Position, Fixed Rotation, Restitution
same as the Physics Box Body
Radius
radius of the sphere
Physics Capsule Body
A physics body with a capsule collider.

Parameters
Static Object, Mass, Ignore Gravity, Solid Object, Fixed Position, Fixed Rotation, Restitution
same as the Physics Box Body
Radius
radius of the capsule
Height
the height of the cylinder between two half spheres
height of 0 makes this the same as a sphere collider
Constraints
Logical building block components which will allow you to create a constraint link between the current game object and the parent game object, both of which must have a physics body component.

Physics Spring Constraint
Spring constraint between the two linked physics bodies.

Parameters
Inherit From Parent
when a parent body also has a physics constraint of the same type as its parent, you can check this option to inherit the same parameters (making the setup a lot easier for chains where each element has the same properties)
Local Contact Pivot
offset of the constraint contact point from the current object (in current object local space)
Parent Contact Pivot
offset of the constraint contact point from the parent object (in parent object local space)
ERP
Error reduction parameter
CFM
Constraint force mixing
No Elongation Limit
disables minimum and maximum elongation limit of the spring (the spring can be infinitely compressed and expanded)
Minimum Elongation
length of the spring when maximally compressed
Maximum Elongation
length of the spring when maximally expanded
Stationary Elongation
length of the spring when in equilibrium
the spring will oscillate around this point
Stationary Direction
the direction in which the spring expands
Is In World Space
if checked, the Stationary Direction is in world space, otherwise, it is in the parent body’s local space
Enable Spring
enables/disables the spring
˜Spring Stiffness
force required to compress or expand the spring
Spring Damping
influence of oscillation around the stationary (equilibrium) point
Physics Rope Constraint
Rope constraint between the two linked physics bodies.

Parameters
Inherit From Parent, Local Contact Pivot, Parent Contact Pivot, Override ERP, Override CFM
same as the Physics Spring Constraint
Rope Length
length of the rope
Modifiers

Physics Force Modifier
Allows a constant directional force to be added to a Physics body.

Parameters
Enable Modifier
enable/disable physics modifier.
setting this value to false will behave the same as if no physics force modifier was added
Apply To Children
apply force to child game objects (shallow)
Apply To Descendants
apply force to child game objects (recursive)
Force
force vector
Is In World Space
if true the force vector is in world space, otherwise it is in the game objects local space
Scale by mass
scales the force by the mass of the physics body (so the specified force will behave as if it was acceleration instead)
Debug
Options for debugging and setting up physics.

Simulate physics
If disabled physics will not be simulated, useful for setting up a scene, especially if there are multiple physics world components in the scene.
Show Colliders
Shows the wireframe colliders of physics body objects as well as the pivot points of the constraint objects.
