Revision Difference
custom-physic-setup#548191
<cat>Code.Physics</cat>⤶
<title>Custom Physics on a ModelEntity</title>⤶
⤶
# Using colliders that are not models⤶
⤶
When creating a `ModelEntity` you can decide to use a collider that is not based on the entities model.⤶
⤶
For instance you may create an entity which uses the citizen model, but has a capsule collider.⤶
⤶
To do this you must call a `SetupPhysicsFrom____` method, for instance in the `Spawn()` method of an entity.⤶
⤶
```cs⤶
public override void Spawn()⤶
{⤶
base.Spawn();⤶
⤶
SetupPhysicsFromOrientedCapsule(⤶
PhysicsMotionType.Keyframed,⤶
Capsule.FromHeightAndRadius(72, 8)⤶
);⤶
}⤶
```⤶
⤶
# Physics Motion Types⤶
⤶
There are three types of motion types you can choose from, `Dynamic`, `Static`, and `Keyframed`.⤶
⤶
Some colliders do not support the `Dynamic` motion type, such as AABB, cylinder, and capsule (you can use an oriented capsule however.)⤶
⤶
You can not circumvent this restriction by adjusting the `BodyType` of the physics body after it has been created.⤶
For instance, if you set `BodyType` of a capsule to `Dynamic` it's rotation will immediately be reset to zero.