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Overview

Unbound implements the Jolt Physics Engine adding triggers, collision, constraints, and more to your SDF creations. This section of the Unbound user guide covers the most commonly used features. If you have questions which aren't covered here, please stop by our Discord server.

gif of balls falling in unbound

The UI

Physics can be added to your project from both the Stage and Play modes.

image points to the Stage and Play modes in the Unbound game engine

Once physics has been enabled on an unbound model, additional options will become accessible.

physics ui in unbound

For detailed information on enably physics see the Enabling Physics article.

Primary Topics

Here are the major topics covered in this section of the guide.

Enabling Physics

If you're for where and how to turn on physics and how the object types differ, this article is the place to start.

Properties

Every physics object inherits values like friction, density, and restitution (bounce)... just to name a few. Explore what they do and how they affect each other in this article.

Collision Shapes

Unbound has two different methods for using SDF models to define collision shapes

  • Auto-Generated: A simplified, quicker way to create collision shapes. Read more here.
  • Advanced Shapes: A technique using parent joints that gives more granular control over colliders. Read more here.

Triggers

Triggers are regions that detect the presence of a physics object without participating in the physics simulation. These are used for everything from opening doors, creating pressure switches, or removing objects from play. Read more about triggers here

Constraints

If you need to pin two objects together, create ropes, hinges, or otherwise confine a physics object to specific region in space... constraints are what you're looking for. Unbound offers 6 different types and a example of each type is covered here.

Physics API

For more advances users, you can get access to the physics simulation via our Lua API found here.