Revision Difference
custom-physic-setup#548355
<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 entity's 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)
);
}
```
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⤶
<warning>⤶
Don't call `SetupPhysicsFrom____` on an entity that is not positioned at the origin, the physics body will be offset from the entity.⤶
</warning>⤶
# 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.