This page enumerates all physics subsystem parameters that can be modified using the Change Parameter API call. More info about it can be found here.
Component Name(s) | Parameter Name | Parameter Type | Parameter Info |
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| Boolean | Enable or disable physics simulation. Setting this value to false will behave the same as if no physics world was added. |
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| Vector3 | The force representing gravity in world space (positive Y is down) |
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| Float | 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. |
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| Float | The mass of an object. Zero mass implies static object. |
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| Boolean | Controls if the object is affected by gravity. Other forces will still move the object. |
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| Boolean | Solid objects will collide with other solid objects. Making bodies non-solid can be useful for detecting collisions, but not responding to them. |
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| Vector3Boolean | Physics does not affect the position of the object in the axes that are fixed. |
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| Vector3Boolean | Physics does not affect the rotation of the object in the axes that are fixed. |
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| Float | Coefficient representing the elastic collision ratio for a certain object. |
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| Vector3 | X, Y, and Z sizes of the collider. |
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| Float | Radius of the sphere. |
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| Float | Radius of the capsule. |
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| Float | The height of the cylinder between two half spheres. Height of 0 makes this the same as a sphere collider. |
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| Boolean | 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). |
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| Vector3 | Offset of the constraint contact point from the current object (in current object local space). |
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| Vector3 | Offset of the constraint contact point from the parent object (in parent object local space). |
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| Boolean | Set to true when you wish to override the default ERP (error reduction parameter). |
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| Float | Error reduction parameter. More info here. |
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| Boolean | Set to true when you wish to override the default CFM (constraint force mixing). |
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| Float | Constraint force mixing. More info here. |
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| Boolean | Disables minimum and maximum elongation limit of the spring (the spring can be infinitely compressed and expanded). |
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| Float | Length of the spring when maximally compressed. |
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| Float | Length of the spring when maximally expanded. |
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| Float | Length of the spring when in equilibrium. The spring will oscillate around this point. |
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| Vector3 | The direction in which the spring expands. |
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| Boolean | If checked, the |
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| Boolean | Enables or disables the spring. |
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| Float | Force required to compress or expand the spring. |
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| Float | Influence of oscillation around the stationary (equilibrium) point. |
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| Float | Length of the rope. |
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| Boolean | Enable or disable physics modifier. Setting this value to false will behave the same as if no physics force modifier was added. |
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| Boolean | Apply force to child game objects (shallow). |
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| Boolean | Apply force to child game objects (recursive). |
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| Vector3 | Force vector. |
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| Boolean | If true the force vector is in world space, otherwise it is in the game objects local space. |
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| Boolean | Scales the force by the mass of the physics body (so the specified force will behave as if it was acceleration instead). |