User Guide (Version 1.14)

Legacy Physics System

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn more about legacy features, see the Amazon Lumberyard Legacy Reference.

The physics engine of Lumberyard provide a realistic simulation of physical systems, such as collision detection and response, and dynamics for rigid bodies, living entities, dead entities (ragdoll), attachments, cloth, hair, particles, wind, and water. Lumberyard's PhysX system works independently from this legacy physics system.

The selection strip at the bottom of Lumberyard Editor features controls to enable Physics. The AI/Physics button turns physics simulation on and off, and allows you to test physics behavior directly without entering game mode.

The pause and next step buttons are used for stepping through the physics system one frame at a time for debugging. To use these correctly, first click the pause button, then click the AI/Physics button, then click the next step button.

Make sure to disable the pause button again to return to normal operation.

To create a physical world object, you use the CreatePhysicalWorld() function. The CreatePhysicalWorld() function returns a pointer to the IPhysicalWorld interface. You then fill the world with geometries and physical entities. You control the entities with the functions described in this section. Some functions apply to almost all entities, while others apply to specific entity structures. Other functions control how entities interact and how the world affects them.

For information on physics entities, see Physics Entities.

For information on character physics, see Physicalizing Characters (Ragdoll).

For information on character attachment physics (simulations), see Secondary Animations (Simulations).

For information on physics flow graph nodes, see Physics Flow Graph.