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

Ghost Objects

Ghost objects are objects that have no physical parameters such as mass, friction, or bounciness.

PreviousKinematic ObjectsNextDisabling Object's Rigidbody

Last updated 4 years ago

Was this helpful?

Ghost objects have nothing except a collider and are absolutely penetrable. They are used to detect collisions with other physical objects. When a collision is detected, it will trigger a certain event or behavior of certain objects or the environment. You can think of a ghost object as a sensor that performs a certain task when other objects collide with it. For example, you can make a door open when your character collides with a ghost object in front of it. Ghost objects can also be used on top of dynamic objects to ensure a more realistic visual interaction between objects.

To make an object a ghost object, 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 Ghost. In the example below, you can see the Physics tab with the settings for a ghost box object.

You can apply the Ghost rigidbody type to any primitive available in MANU and any imported 3D model.

Animatable parameters

  • Rigidbody Enabled/Disabled

  • Rigidbody Type

  • Position X/Y/Z

  • Rotation X/Y/Z

  • Scale X/Y/Z