MANU
  • Quick Start Guide
  • Learn
    • Manual
      • Installing MANU
      • Welcome Screen
      • Workspace Modes
        • Edit Mode
        • Animation Mode
        • Game Mode
      • Scene Panel
      • Main Toolbar
      • Primitives
      • Collider
      • Lights
      • Speaker
      • Importing 3D Objects
      • Main Character
      • Camera
      • Transforms
      • Materials
        • Texture Maps
          • Difuse/Albedo
          • Alpha
          • Normal
          • Ambient Occlusion
          • Roughness
          • Metalness
          • Emissive
        • Basic
        • Matcap
        • PBR
        • Glass
        • Glow
        • Texture Tiling
        • Texture Offset
        • Cast Shadow
        • Opacity type
          • Opaque
          • Transparency
          • Cutout
      • Physics
        • Static Objects
        • Dynamic Objects
        • Kinematic Objects
        • Ghost Objects
        • Disabling Object's Rigidbody
        • Collider
      • Animation Timeline
      • Triggers
        • On Launch Scene
        • Key
        • Collision
        • Animation
        • State Machine
        • Comparsion
        • Game Flow
        • Trigger
        • Object Enabled
        • Network
      • State Machine
        • State Machine — Example
      • Game Flow
      • Prefabs and Assets
      • Gravity
      • Sky
      • Variables
        • Number
        • Boolean
        • Object
        • Tag
      • Tags
      • Lightmapping
      • Paint Group
      • Export Game & Assets
        • Export Games to MANU Marketplace
        • Export Assets to Marketplace
        • Export Game on Mobile devices
        • Export Game on disk
      • Lightmapping
      • Post Processing
        • Depth of Field (DOF)
        • Chromatic Aberrations
        • Bloom
        • Color Correction
        • Screen Space Ambient Occlusion (SSAO)
        • Screen Space Local Reflections (SSLR)
    • Tutorials
    • Formulas
    • Keyboard shortcuts
  • More
    • FAQ
    • Contact Support
    • Changelog
Powered by GitBook
On this page

Was this helpful?

  1. Learn
  2. Manual
  3. Physics

Dynamic Objects

Dynamic objects are objects that can move and be affected by forces. For example, react to collisions with a game character or other moving objects, and follow the gravity.

PreviousStatic ObjectsNextKinematic Objects

Last updated 4 years ago

Was this helpful?

The simplest example of a dynamic object is a ball. If a character hits a ball, the ball will move in response. Dynamic objects are perfect for balls and any other objects you expect to be movable in your game scene, such as barrels, crates, see-saw objects, etc.

To make an object dynamic, select an object in a scene in the Edit mode, go to the Physics tab in the Inspector panel, and turn the Physics on. Change the type of the Rigidbody to Dynamic.

In the example below, you can see the Physics tab with the settings for a dynamic ball object.

Dynamic objects have the following parameters:

  • Mass. The mass of a dynamic object defines how easily it can be moved. Objects with higher mass will affect the lighter objects more and vice versa the lighter objects will affect the heavier ones less.

  • Friction. The friction of a dynamic object defines how easily it will slide over other surfaces. By default, the friction is set to 100. If you set the friction of a dynamic object to 0, it will slide endlessly over other objects.

  • Bounciness. The bounciness of a dynamic object defines how far it will move away from other objects after it hits them. By default, the bounciness is set to 50. The higher the value, the bouncier the dynamic object will be. If you set the bounciness of a dynamic object to 0, it will not bounce on or off other objects at all.

Note that you can use the following Lock settings for a dynamic object. These settings help you to build more stable and predictable game mechanics:

  • Position. This restricts the dimensions in which a dynamic object can move. For example, if you lock the Z-axis of an object, it will only move up or down and forward or backward, and it won't move sideways.

  • Rotation. This restricts the dimensions in which a dynamic object can rotate.

Animatable parameters

  • Rigidbody Enabled/Disabled

  • Rigidbody Type

  • Friction

  • Bounciness

  • Mass