OasisWManual 한국어
Section 7. Physics Reference

Rigid Body and Collision properties

This page lists the fields of the COLLISION and RIGIDBODY components. Field names and defaults were read from the oasisw.ai editor (version shown as OasisW 7e2aa65) on 2026-10-29. The steps for adding them are in Add collision, and the structure is in How physics works.

COLLISION

FieldDefaultMeaning
TypeBoxShape of the area. Box, Sphere, Capsule, Cylinder, Cone, Mesh, Compound
Half Extents0.5, 0.5, 0.5Half the box's width, height and depth (meters). Doesn't follow the entity's Scale
Position Offset0, 0, 0Distance to move the area from the entity's center
Rotation Offset0, 0, 0Angle to rotate the area

Fields by Type

On 2026-10-29 we switched through each Type and checked which fields appear. Position Offset and Rotation Offset exist for every Type.

TypeFields (default)
BoxHalf Extents (0.5, 0.5, 0.5)
SphereRadius (0.5). Doesn't follow the entity's Scale (tested 2026-10-30)
Capsule, Cylinder, ConeRadius (0.5), Height (2), Axis (Y; X, Y, Z)
MeshConvex Hull (off), Model Asset, Render Asset. Collides using the model's exact shape
CompoundOffset fields only. Uses the combined shape of the child entities' Collisions. In a test on 2026-10-30, with Compound and a Rigid Body (Dynamic) on the parent and only a Collision (Box) on each of two children (no Rigid Body on the children), the two child boxes landed on the floor together and moved as one body (1 run)

When we changed the Type and then switched back to Box, the previously entered Half Extents were still there.

Example: fitting a Plane

The Plane in a new scene has Scale 8, 1, 8. When you add Collision, the area is only 1×1 in the middle. In our tests, Half Extents 4, 0.5, 4 and Position Offset 0, -0.5, 0 covered the whole floor (step 4 of Add collision).

RIGIDBODY

FieldDefaultMeaningShown for Type
TypeStaticStatic, Dynamic, KinematicAll
Mass1Mass (kilograms)Dynamic
Linear Damping0How much movement slows down (air resistance)Dynamic
Angular Damping0How much rotation slows downDynamic
Linear Factor1, 1, 1How much it can move along each axis. At 0 it doesn't move along that axisDynamic
Angular Factor1, 1, 1How much it can rotate around each axis. To keep it from tipping over, use something like 0, 1, 0Dynamic
Gravity Scale1Gravity multiplier for this entityDynamic
Friction0.5How much it resists slidingAll
Restitution0.5How bouncy it is. At 0 it doesn't bounceAll
Rolling Friction0Friction when rollingAll

When you choose Static or Kinematic, only Friction, Restitution and Rolling Friction appear (checked on 2026-10-29). These two types aren't affected by gravity or forces, so they have no mass or damping fields.

A box bouncing once after landing is caused by Restitution 0.5. In our tests, when a box was dropped from height 4, collisionstart fired again on each bounce, 2–3 times in total (Receive collision events).

Next steps

Source physics/physics-reference.html