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Physics and Interaction

Physics and interaction define dynamic motion, collision boundaries, contact events, and direct user manipulation.

Physical Presence

Physics state includes mass, velocity, damping, gravity, force application, torque, and kinematic control. These properties determine how runtime objects respond to simulation and scripted motion.

Spatial Boundaries

Collision shapes define the spatial boundaries used for simulation and interaction queries. These shapes are typically simpler than render geometry and should be chosen for predictable behavior and efficient evaluation.

Reactive World Events

Physics events include trigger overlap and collision contact. These events are used to drive runtime state changes, zone logic, scripted responses, and player- or object-based interactions.

Hand Interaction

Hand interaction defines selection, attachment, tracking, activation, release, and throw behavior for interactable objects. Runtime interaction settings determine whether manipulation is kinematic, velocity-driven, or immediate.

Shared Interaction in Multiplayer

In shared sessions, interaction design must account for ownership, synchronization, and conflict resolution for the same object across multiple users.

Learn More

If developers want the concrete reference details behind this concept page, they can continue with the API docs for RigidbodyManager, ColliderManager, GrabInteractableManager, ForceMode, MovementType, ColliderComponent, and RigidbodyComponent.