

Any value below 1 decreases velocity, while any value greater increases it. It is done by scaling linear velocities at each simulation step by dampening factor for all colliding objects.Ī value of 1 retains actual velocity.

For example, without a Damping setting, a rolling sphere rolls on forever. Because the physical property does not model rolling friction, it uses a dampening system so that objects can come to rest. Use this setting to define the clamp value applied to the linear velocity when calculating rolling friction. To counteract this, add the opposite offset on the same axis in the Collider Shape Offset attributes, under Collider Properties, which you can accessed if you turn off Auto Fit. Note: If you change the Center of Mass attribute on an axis for any collider shape other than Hull, the Collider Shape primitive is transformed. Sets the center of mass for the object used as the rotational pivot. This attribute can be animated, and can be useful to lock objects in place. That is, the rigid body stops moving due to forces in the physics simulation. Setting the mass to zero for a dynamic rigid body effectively turns it into a kinematic rigid body. This is an optimization setting and can help to stop the lasting "simmering" motion of a bullet object. The bullet object re-engages if it receives an impact. The velocity thresholds are currently not exposed for user control.

When this setting is disabled, the rigid body does not participate in the simulation if its linear velocity's magnitude is below 0.8 and angular velocity's magnitude is below 1.0.
