Physical System Configuration

The PhysicsSystem module is used to manage the entire physics system and is responsible for synchronizing physics elements, triggering physics events, and scheduling iterations of the physics world.

Physics Configuration

Through the Physical Configuration panel

The Project Settings -> Physical Configuration allows you to configure the related physics system.

Physics

PropertiesDescription
Gravity Xx-component of gravity
Gravity Yy-component of gravity
Gravity Zz-component of gravity
AllowSleepAllow the system to sleep, default value true
SleepThresholdThe default speed threshold to enter sleep, default value 0.1, minimum value 0
AutoSimulationWhether to enable auto simulation, default true
FixedTimeStepFixed time per simulation step, default 1/60, min 0
MaxSubStepsThe maximum number of sub-steps per step, default 1, min 0
FrictionFriction coefficient, default value 0.5
RollingFrictionRolling friction coefficient, default 0.1
SpinningFrictionSpinFriction, default 0.1
RestitutionCoefficient of elasticity, default 0.1
CollisionMatrixCollision matrix, for initialization only

Note: Currently 2D / 3D physics share a common configuration.

Programmatic configuration

The physics system can be configured via PhysicsSystem.instance. Some code examples are as follows:

  1. import { _decorator, Component, Node, Vec3, PhysicsSystem } from 'cc';
  2. const { ccclass, property } = _decorator;
  3. @ccclass('Example')
  4. export class Example extends Component {
  5. start () {
  6. PhysicsSystem.instance.enable = true;
  7. PhysicsSystem.instance.gravity = new Vec3(0, -10, 0);
  8. PhysicsSystem.instance.allowSleep = false;
  9. }
  10. }

Note: The physics system is a singleton class, get an instance of the physics system via PhysicsSystem.instance.

The physics configuration can also be reset through the PhysicsSystem.resetConfiguration interface, with the following code example:

  1. let conf = game.config.physics
  2. conf.gravity = new Vec3(10, 10, 0);
  3. PhysicsSystem.instance.resetConfiguration(conf);

For more API content, please check the PhysicsSystem interface please refer to: PhysicsSystem API.

Collision Matrix

The collision matrix is a further wrapper around the Group and Mask function, which is used to initialize the groups and masks of physics elements.

physics-collision

By default the collision matrix has only one DEFAULT group, new groups do not collide with other groups by default.

Click the + button to add a new group. The Index and Name of the new group cannot be left unfilled.

  • Index represents the collision group value, which supports up to 32 bits, i.e. the value range is [0, 31). Group values cannot be repeated.
  • Name is the collision group name. The name set here is only for the convenience of the user to configure the collision group, it cannot be obtained by code, only the group value can be obtained by code.

collider-matrix

The figure shows the configuration of a collider group for a flying shooter game. As you can see from the figure, when a group is added, the panel appears with the names of the groups both horizontally and vertically. Let’s call the horizontal part Group and the vertical part Mask. Suppose we now make the following checkboxes:

set-collider-config

This configuration means that the group ENEMY_PLANE can collide with the groups ENEMY_BULLET and SELF_BULLET. Here the group ENEMY_BULLET and SELF_BULLET are the masks of the group ENEMY_PLANE. Similarly, for the group ENEMY_BULLET, ENEMY_PLANE is also its mask.

Once the collision matrix is configured, you can add the RigidBody component to the object to be collided with and set the collision group Group.

set-group

Note: groups cannot be deleted before v3.5, but the name of the group can be modified.