Property | Feature/Meaning |
---|---|
Use Gravity | When enabled, the gravity will affect this item, when disabled, the item will behave as if it's in the space |
Is Kinematic | When enabled, the physics will not be calculated for this object |
Rigidbody is a component that enables physics engine.
For information on the synchronization of physics in VCI, refer to Relation between ownership and synchronization of SubItem
Property | Feature/Meaning |
---|---|
Is Trigger | When enabled, physical contact detection will be disabled (pass-through) and the collider will be usable as a trigger for some process |
Collider is a component mainly used for hit detection.
The Box, Capsule and Sphere colliders are supported as of now. The MeshCollier is not supported.
Physic Material is used to give an object physical property like impact and friction. (like bounce when hit)
Use this when you want the object to bounce when hit.
If this is set on a Collider, it will be included in exported VCI.
Joint will group Rigidbodies, make them behave as if they are connected with each other.
Allowed joints | Feature |
---|---|
Hinge Joint | Behave as if objects are connected with a hinge. |
Spring Joint | Behave as if objects are connected with a spring |
Fixed Joint | Retain relative position of objects (Implement a parent-child relation through physics) |
Following parameters are not supported (as of v0.16)
Animation changes registered key-parameter pairs on timeline.
However, the type of animations available in VCI is transform and blendshape only,
therefore, its main usage will be just for movement.
You cannot control components through animation. To control components, use VCI script (Lua) instead.
For instruction on how to export the animation, refer to
UniGLTF animation.