Settings
This section covers the authoring you configure once per scene — simulation limits and LOD, the spatial map volume, gravity sources — plus the body types you place in that setup.
All of these use authoring components on GameObjects inside a subscene, then bake into ECS entities. See Getting Started for the setup workflow.
Pages in this section
| Page | Covers |
|---|---|
| Physics settings and LOD | PhysicsSettingsAuthoring, capacity limits, LOD tiers, push-out |
| Spatial map | SpacialMapAuthoring, grid bounds, object-to-object collision region |
| Gravity | Directional and spherical GravitySourceAuthoring |
| Dynamic | Simulated spheres — gravity, friction, collisions, surfaces |
| Kinematic | Rigid movers and triggers on an update interval |
| Static | Fixed colliders and triggers baked into the map once |
| Surface | Ground, walls, and bounds that all dynamics hit every frame |
Body types at a glance
| Type | Authoring | Shapes | Affected by gravity & friction | Object-to-object collisions | Surface collision |
|---|---|---|---|---|---|
| Dynamic | DynamicBodyAuthoring | Sphere only | Yes | Yes (inside spatial map) | Yes (every substep) |
| Kinematic rigid | KinematicBodyAuthoring (IsTrigger = false) | Sphere, capsule | No | Pushes dynamics; updated in map each substep | Intersection only (no impulse) |
| Kinematic trigger | KinematicBodyAuthoring (IsTrigger = true) | Sphere, capsule | No | Intersection checks on UpdateInterval | Intersection only |
| Static rigid | StaticBodyAuthoring (IsTrigger = false) | Sphere, capsule | No | Pushes dynamics; added to map once | No |
| Static trigger | StaticBodyAuthoring (IsTrigger = true) | Sphere, capsule | No | Intersection checks when dynamics/kinematics pair against it | No |
| Surface | SurfaceBodyAuthoring | Sphere, plane, box, reverse sphere | No | No | Collides all non-static bodies each substep |
Dynamic bodies are spheres only. Kinematic and static bodies support sphere and capsule. Surfaces use specialized shapes (plane, box, reverse sphere, etc.). See known limitations on the home page.
Scene view
Every body authoring draws its collider shape as a wireframe in the Unity Scene view when the GameObject is selected. The preview updates live as you change ColliderScale, ColliderLocalPosition, Collider, transform scale, and other Inspector fields — so you can align colliders with meshes without entering Play mode.
| Body kind | Wireframe color |
|---|---|
| Rigid (dynamic, kinematic rigid, static rigid, surface) | Yellow |
| Trigger (kinematic or static) | Blue |
Surfaces draw the active shape (plane grid, box cage, or sphere) from the transform. Individual pages below describe shape-specific gizmo behavior.
Rigid vs trigger
Every kinematic and static body is either rigid or trigger, controlled by IsTrigger on the authoring component.
| Rigid | Trigger | |
|---|---|---|
| Physical response | Applies push-out and velocity changes to dynamic bodies | None — overlap is recorded as intersection data only |
| Forces | Rigid kinematic/static bodies are not driven by gravity or collision impulses | Same |
| Typical use | Moving platforms, doors, fixed walls | Pickup zones, proximity checks, gameplay events |
Triggers still participate in pair collection and CollisionData slots when overlaps occur. Read results in custom systems via ICollisionJob or inspect CollisionsSingleton.
Spatial map vs surface
Two separate collision paths exist:
- Object-to-object — dynamic and kinematic bodies inside the volume defined by
SpacialMapAuthoringare inserted into grid cells and tested against neighbors. Outside the map, bodies still get gravity and surface contact, but not pairwise object collisions. - Surface — every dynamic body is tested against the scene surface every substep, regardless of LOD or map cell. Kinematic bodies (including triggers) also get surface intersection tests; triggers receive contact data without physical push-out.
For map internals, see Spatial map and How it works.
Body count limit
Import respects MaxEntitiesCount on PhysicsSettingsAuthoring. Bodies beyond the cap are ignored for the simulation. Plan capacity when spawning large crowds.
What to read next
| Topic | Page |
|---|---|
| First scene setup | Getting Started |
| Import, fixed step, LOD | How it works |
| Runtime spawning | Builders |
| React to collisions and triggers | Custom jobs |