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Physics

Actions that push, spin, and reset objects under physics simulation. (For how actions are added, see Actions.)

Set up physics first

Physics needs a few things in place before these actions do anything:

  • In Scene settings → Meshing, enable the floor mesh (so objects don't fall through the floor), and world meshing if objects should interact with the real environment (LiDAR devices only).
  • In Scene settings → Physics, enable scene mesh collisions (so objects react to that mesh), and adjust gravity if needed.
  • On each object, enable physics in its Properties, and pick the right collision shape (sphere, box, or convex).

Apply Impulse

Pushes an object with a one-off force.

Options

  • Target Object.
  • Impulse position – a fixed point, or the user interaction point.
  • Reference space – the coordinate frame for the impulse: Local (the object's own orientation), World (absolute scene axes), or Point of View (relative to the camera).
  • Impulse – the force along each axis (X, Y, Z), in newton-seconds.

The Apply Impulse action – target, impulse position, reference space, and per-axis impulseThe Apply Impulse action.

Apply Angular Impulse

Like Apply Impulse, but rotational – makes the object spin. Same target, reference space, and per-axis impulse.

The Apply Angular Impulse action – the rotational equivalent, with reference space and per-axis impulseThe Apply Angular Impulse action.

Reset Element Physics

Resets one object's physics state (position and motion).

Reset Scene Physics

Resets the physics state of the whole scene – handy for switching between physics "states" (e.g. normal gravity vs. moon gravity) on demand.

The body physics mechanics these actions drive are explained under Asset Properties → Physics.