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
.fbxformat - Select the
Assets → Meshescategory, click the first button on the bottom right,Import Mesh - In the dialog that pops up, select the exported
.fbxfile and click theOpenbutton
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
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.
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:
floatfloatfloat - Default:
000
Size Collider Type = Box
- Type:
floatfloatfloat - Default:
111 - Constrain:
x: x > 0y: y > 0z: 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. groundKinematic: static, and its posture can only be adjusted through executor / way path. e.g. moving roadRigid: participates in the physics simulation and is affected by various forces. e.g. boxDecorative: only displays the appearance, with no colliderCollider: 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.