Foundry Physics Body
Foundry Physics Body is the per-instance rigid-body behavior that creates and manages Jolt bodies through the Foundry Physics world plugin.
Install and dependency
- Import the Foundry Physics Body addon package.
- Ensure one Foundry Physics world object exists in the project.
- Add Foundry Physics Body behavior to relevant objects.
Without a Foundry Physics world object, body creation fails.
Scripting
When using JavaScript or TypeScript, use this behavior as the per-instance body owner and keep body lifecycle updates coordinated with Foundry Physics world initialization.
Core capabilities
- Static, dynamic, and kinematic body types.
- Multiple collider shapes with source/override sizing controls.
- Force, impulse, torque, and angular impulse application.
- Material tuning: mass, friction, restitution, damping, gravity scale, density.
- Collision filtering via 8-bit layer/mask.
- Collision triggers including object-parameter variants.
Collider shapes
Supported shapes:
- Box
- Sphere
- Capsule
- Cylinder
- Tapered capsule
- Tapered cylinder
- Convex hull
- Triangle mesh (static only)
- Plane (static only)
- Height field (static only)
If host geometry for the selected shape is unavailable, runtime falls back to a safe shape and logs a warning.
Physics Body properties
Setup
- Enabled on start.
- Body type.
- Collider shape and source.
- Override size/offset/scale and manual values.
- Tapered shape radius scales.
- Height field resolution.
- Mesh flip axis.
Filtering and trigger
- Collision layer and collision mask.
- Is trigger (sensor behavior without physical response).
Material and motion constraints
- Mass, density.
- Friction, restitution.
- Linear damping, angular damping.
- Gravity scale.
- Treat as bullet.
- Rotation locks X/Y/Z.
Physics Body conditions
Setup state
- Has body.
- Is enabled.
- Is static / Is dynamic / Is kinematic.
- Is treated as bullet.
- Is layer enabled.
- Is mask enabled.
Collision triggers
- On collision begin.
- On collision end.
- On collision with object.
- On collision ended with object.
Physics Body actions
Setup and lifecycle
- Create body.
- Destroy body.
- Set enabled.
- Set body type.
- Set collider shape.
- Set collider size/size axes.
- Set collider offset.
- Set auto-size from bounds.
- Set auto-resize with instance scale.
- Sync from instance bounds.
Use this group to create/destroy bodies and to configure collider state.
Transform and velocity
- Set sync mode (
physics-to-object,object-to-physics,manual). - Set body position.
- Set linear velocity.
- Set angular velocity.
- Set rotation locks.
Use this group to manage body transform and kinematic/dynamic velocity values.
Forces
- Apply impulse.
- Apply force.
- Apply force at point.
- Apply impulse at point.
- Apply force toward position.
- Apply impulse toward position.
- Apply torque.
- Apply angular impulse.
Use this group for continuous forces or one-shot impulses.
Material
- Set mass.
- Set friction.
- Set restitution.
- Set linear damping.
- Set angular damping.
- Set gravity scale.
- Set density.
- Set treat as bullet.
Use this group to tune mass response, bounce, friction, damping, and CCD.
Collision filtering
- Set collision layer.
- Set collision mask.
- Enable/disable layer bit.
- Enable/disable mask bit.
Use this group to control what can collide with this body.
Physics Body expressions
Identity and shape
BodyId,BodyType,ColliderShape,HasBody.ColliderSizeX/Y/Z,ColliderOffsetX/Y/Z.
Collision context
CollidingBodyId.CollidingUID.
These values are most useful inside collision trigger events.
Transform and velocity
SyncMode.BodyX,BodyY,BodyZ.VelX,VelY,VelZ.AngVelX,AngVelY,AngVelZ.Speed,AngularSpeed.
Material and mass properties
Mass,Friction,Restitution.LinearDamping,AngularDamping.GravityScale,Density.MassCenterX/Y/Z.InertiaAroundX/Y/Z.
Filtering and diagnostics
CollisionLayer,CollisionMask.RotationLockedX/Y/Z.LastError.
Collision filtering rule
Two bodies collide only if both checks pass:
- bodyA layer intersects bodyB mask
- bodyB layer intersects bodyA mask
Typical usage
- Dynamic prop: set body type dynamic, set collider shape, tune mass and damping.
- Trigger volume: set Is trigger true and react via collision begin/end triggers.
- Projectile body: enable bullet treatment and use impulse toward target position.
Troubleshooting
- Body not simulating: verify sync mode and body type are appropriate.
- Wrong collider size: check source mode and size override flags.
- Missing collisions: inspect both layer and mask settings.
- No collision callbacks: ensure body exists and behavior is enabled.