PhysicsQualityOverrides
Since 0.6
Fields
| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
solverIterations | number | no | Constraint solver iterations per step, a whole number 1..64. More makes stacks and joints stiffer and costs time. Presets: low 2, medium 4, high 8, ultra 16. | ||
substeps | number | no | Physics steps inside each 60 Hz tick, a whole number 1..16. The tick itself, and the tick count scripts and the query API see, does not change. Presets: low 1, medium 1, high 2, ultra 4. | ||
ccd | PhysicsCcdMode | no | off, fast, all, static | Continuous collision detection. off: none, not even against static colliders, so a small fast body passes through a thin wall; no preset uses it. static: a fast dynamic body is swept against static colliders only, so it stops at walls and floors but can pass through a thin moving body. fast: as static, and a dynamic body that would move more than half its thinnest extent in one step is also swept against every other body for that step. all: fast at a quarter of its thinnest extent. A body's rigidbody.ccd wins over this. Presets: low static, medium fast, high fast, ultra all. | |
colliderDetail | PhysicsColliderDetail | no | exact, convex-hull, box | What a trimesh collider on a DYNAMIC body is simulated as: its exact triangles, their convex hull, or their bounding box. Static and kinematic trimeshes are always exact, because the navmesh and the character controller are built from them. A collider's own collider.detail wins over this. Presets: low box, otherwise exact. | |
sleep | PhysicsSleep | no |