User Guide (Version 1.17)

Physics Proxies

The physics proxy is the geometry that is used for collision detection. It can be part of the visible geometry or linked to it as a separate node. Usually the physics proxy geometry is a simplified version of the render geometry but it is also possible to use the render geometry directly for physics. However, for performance reasons the collision geometry should be kept as simple as possible since checking for intersections on complex geometry is very expensive, especially if it happens often.

A physics proxy is set up in your DCC tool. The only setup needed in Lumberyard is assigning the surface type to the physics proxy and the render geometry and assigning the NoDraw shader in the Material Editor. The surface type gives information about sound and the particle effects of your surface. Make sure that no textures are assigned to your proxy sub material. The physics proxy does not render in Lumberyard Editor except in debug view. Even if you assign an Illum shader it stays invisible. To reload the physics proxy, reload your object, delete it, and then undo delete.

The physics proxy can be part of the render object (in 3ds Max as an Element) or as a separate object, linked to the render object.

Physics proxies are only created for level of detail LOD0. Every successive LOD will automatically take the proxy from LOD0. This also occurs if different config spec quality settings are used, such as Lowspec for example.