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Asset Properties

Select an object and open its Properties tab to set how it behaves: visibility, guidance, audio & haptics, gestures, and physics. (Visual styling lives in Asset Appearances; how it attaches to the world is Anchors.)

General

  • Hide by default – the object is added to the scene but starts hidden, to be revealed later by an action. Off by default (most content is meant to show on add). See Toggle Object.
  • Discovery guidance – an on-screen arrow that points the user toward this object. None, Initial (shows until the user has seen the object, then stops), or Permanent (keeps pointing). Useful for guiding people through larger, location-based scenes, or directing attention to something that appears behind them.

The Properties tab with the General section expanded – Hide By Default and Discovery Guidance, above the Audio, Gestures, and Physics sectionsThe General section of the Properties tab.

Audio & haptics

Attach a sound and a haptic to the object – best for sound effects tied to the object (for narration or background music, use the audio actions instead).

  • Audio – the sound file, with a mode: Spatial (3D, positioned at the object – use a mono source so it spatializes well), Non-spatial (flat, no positioning), or Ambient (directional but with no distance falloff). Plus volume and loop. See Play Audio for how the modes differ.
  • Haptics – attach an AHAP haptic file (created in external tooling, ideally alongside the sound) so interactions also have a tactile response.

The Audio and Haptics section – an attached audio file with Spatial mode, volume and loop, plus the haptics attachment slotThe Audio and Haptics section.

  • Emission behavior (advanced) – fine control over how the object radiates sound: overall volume; the balance of direct vs. reverb level (less reverb sounds closer and more intimate, more sits it deeper in the room); directivity (the radiation pattern – equal in all directions by default, or focused more in one direction); and distance attenuation (how quickly the sound fades as the listener moves away, with a rolloff strength to set the rate).

The advanced Emission Behavior controls – overall volume, direct and reverb level, directivity, and distance attenuationThe advanced Emission Behavior controls.

The emission controls map to standard spatial-audio properties. They're available on iOS 18 / macOS 15 / visionOS, not on the web.

Gestures

Let users manipulate the object directly.

  • Swipe to offset – swipe to nudge the object left/right (iOS and macOS).
  • Drag, Rotate, Resize – each can be limited to specific axes (X/Y/Z) and given min/max constraints – e.g. lock to one axis with a range to make a 3D slider, or cap resize so the object can't be made too large.
  • Reset on release – the object snaps back to its original position and size when the user lets go. Good for "inspect but keep things tidy" (e.g. a product on a pedestal).
  • Transform target (advanced) – the gesture can drive another object instead of the one being touched.

The Gestures section – Swipe to Offset, Drag, Rotate and Resize toggles with per-axis (X/Y/Z) limits and min/max scale fieldsThe Gestures section, with per-axis Drag, Rotate, and Resize limits.

Gestures adapt to the device

Drag, Rotate, and Resize work across iPhone, iPad, Mac, and Apple Vision Pro – the input adapts to each. On a touch screen you drag an object with one finger (two fingers moves it up and down), rotate it around the upright axis, and pinch to resize. On Apple Vision Pro the same gestures work directly in 3D space. The per-axis limits and min/max scale you set apply everywhere.

Physics

Give the object a physics body so it can collide, fall, and be pushed. (Physics also needs scene-level setup – see Physics actions.)

  • Mode:
    • Static – doesn't move; other objects collide with it (floors, walls, surfaces to land on).
    • Dynamic – moves and responds to gravity, impulses, and collisions.
    • Kinematic – moved by you (script/animation) and affects other bodies, but isn't pushed around by them.
  • Collision shape – Box, Sphere, or Convex (match it to the object's form).
  • Material – default, or custom friction (how much the surface resists sliding – static friction to start moving, dynamic friction while already moving) and restitution (bounciness: 0 lands with a thud, higher values bounce more).
  • Mass – default, or a custom mass per object (heavier objects are harder to push and fall the same but resist impulses more).
  • Dynamic body options – whether it reacts to gravity, plus linear and angular damping (how quickly its movement and spin slow on their own, like drag – raise them to settle sooner).
  • Translation lock / Rotation lock – constrain movement or rotation to specific axes.

The Physics section – Mode set to Dynamic with the collision Shape menu open on Box, Sphere, Convex, plus Mass and Dynamic Body optionsPhysics – Mode and the Collision Shape menu.

Lower Physics controls – Translation and Rotation locks, Mass Properties, gravity and damping, and the Material's friction and restitutionPhysics – Translation/Rotation locks, Mass, Dynamic Body options, and Material.

Starting-point values

Rough starting points – tune to taste by previewing:

FeelRestitution (bounce)Friction
Heavy, no bounce (clay, a metal thud)00.6 – 1.0
Wood or plastic0.2 – 0.40.4 – 0.6
Rubber ball0.6 – 0.80.8 – 1.0
Ice or slippery0 – 0.20 – 0.1

Damping: keep linear and angular damping low (around 0 – 0.1) for free, lively motion; raise them (around 0.3 – 0.8) to make objects settle and stop quickly, as if moving through something thicker than air.

Modes, shapes, locks, friction, restitution, mass, damping, and starting-point values are explained from standard rigid-body physics.