#physics clear

s&box NoCollide tool: use PhysicsFilter component (not a joint) to disable co...

s&box Elastic constraint: SpringJoint with Frequency > 0 and Damping > 0 for ...

s&box TriggerPush: maintain a List<GameObject> of objects currently inside th...

#sbox#trigger#physics#map#playercsharpposted 1 month ago

s&box Rollermine: physics-driven NPC using Rigidbody (not NavMeshAgent).

s&box constraints: create as child GameObjects with ConstraintCleanup, not directly on target objects

s&box: Traverse all connected contraption objects via Rigidbody.Joints + Collider.Joints + ManualLink recursively

s&box PropSpawner: offset spawn position by -Bounds.Mins.z upward so props la...

#sbox#spawning#props#physicscsharpposted 1 month ago

s&box NPC + NavMesh + PhysGun: when a physgun grabs an NPC (MotionEnabled=tru...

#sbox#npc#navmesh#physgun#physicscsharpposted 1 month ago

s&box: Implement IScenePhysicsEvents.OnOutOfBounds to destroy rigidbodies that fall out of the world

s&box NoclipMoveMode: set body.Tags.Set("noclip", !EnableCollision) in Update...

#sbox#noclip#movemode#physicscsharpposted 1 month ago

s&box: Physics joints — hinge, spring, rope, fixed constraints with PhysicsJoint factory methods

s&box: Collision and trigger detection with ICollisionListener and ITriggerListener

s&box: Player movement with CharacterController — Accelerate, Move, IsOnGround, Punch

s&box: Applying forces and impulses to Rigidbody — ApplyForce, ApplyImpulse, velocity

s&box: Raycasting and physics queries with Scene.Trace fluent builder

s&box: Detecting which face of an object is up after physics — use Vector3.Dot not Euler angles

s&box: Detecting when a Rigidbody has settled after physics using IScenePhysicsEvents