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Meshes

If the built-in objects can't meet your mapping needs, you can consider modeling them yourself.

Import Mesh​

  • After modeling in 3D software, export the mesh as .fbx format
  • Select the Assets → Meshes category, click the first button on the bottom right, Import Mesh
  • In the dialog that pops up, select the exported .fbx file and click the Open button
tip

See: Start → Preparation → Coordinate System

For modeling softwares that don't support exporting .fbx, you can export the model in another format, import it into Blender, and then export it as .fbx.

Confirmed usable softwares:

Use Mesh​

Meshes can be dragged directly into the scene for use.

Mesh​

  • Type: Mesh
  • Default: empty

The mesh displayed by this object.

Materials​

  • Type: list[Material.PBR]
  • Default: []

The correspondence is consistent with the settings in the modeling software.

Collider Type​

  • Type: Literal
  • Default: Mesh
tip

The performance of mesh mode is much lower than that of the other two modes. Box or sphere mode is preferred if the result meets your requirement.

Weld Collider
Physics Body Type = Static
​

  • Type: bool
  • Default: false

Neighboring objects with this feature enabled will automatically optimize their colliders, trying to fix small problems such as thin gaps, misalignment and slight clipping.

danger

This feature may cause many physics-violating behaviors, including but not limited to bouncing, falling off a single rail and machinery clipping. DO NOT use it unless you know what you're doing.

Offset​

  • Type: float float float
  • Default: 0 0 0

Size
Collider Type = Box
​

  • Type: float float float
  • Default: 1 1 1
  • Constrain: x: x > 0 y: y > 0 z: z > 0

Rounded Radius
Collider Type = Box
​

  • Type: float
  • Default: 0.02
  • Constrain: r: r >= 0

Radius
Collider Type = Sphere
​

  • Type: float
  • Default: 0.5
  • Constrain: r: r > 0

Mesh Overwrite
Collider Type = Mesh
​

  • Type: Mesh
  • Default: empty

The mesh of the collider of this object. If not set, it will be the same as the displayed mesh.

Physics Body Type​

  • Type: Literal
  • Default: Static

The meanings of each type are:

  • Static: completely static. e.g. ground
  • Kinematic: static, and its posture can only be adjusted through executor / way path. e.g. moving road
  • Rigid: participates in the physics simulation and is affected by various forces. e.g. box
  • Decorative: only displays the appearance, with no collider
  • Collider: only has a collider, and is not displayed in the game. e.g. invisible road

Mass
Physics Body Type = Rigid
​

  • Type: float
  • Default: 1
  • Constrain: m: 0.001 <= m <= 10000

Density
Physics Body Type = Rigid
​

  • Type: float
  • Default: 10
  • Constrain: ρ: 0.01 <= ρ <= 100

Linear Drag
Physics Body Type = Rigid
​

  • Type: float
  • Default: 0.5
  • Constrain: ζ: 0.001 <= ζ <= 10000

Angular Drag
Physics Body Type = Rigid
​

  • Type: float
  • Default: 0.05
  • Constrain: ζ: 0.001 <= ζ <= 10000

Gravity Factor
Physics Body Type = Rigid
​

  • Type: float
  • Default: 1
  • Constrain: η: -10 <= η <= 10

1 means normal gravity, 0 means no gravity, and a negative number means anti-gravity.

Physics Material​

  • Type: Literal
  • Default: Stone

Affects physical properties such as elasticity and surface friction coefficient.

Physics Audio Group​

  • Type: Literal
  • Default: Stone

Affects game effects such as collision SFX.