Lumberyard
User Guide (Version 1.16)

Simulating Physics Behavior with the PhysX System

This feature is in preview release and is subject to change.

Lumberyard's PhysX system acts upon entities to create realistic physical effects such as collision detection and rigid body dynamics simulation. Lumberyard's PhysX system works independently from the legacy Physics system. The PhysX component entities also do not interact with the Physics component entities.

To use the PhysX system in Lumberyard

  1. Enable the PhysX gem.

  2. Use the Entity Inspector to add the following PhysX components to entities:

    PhysX Collider

    Provides collision response by linking the entity's PhysX Mesh Shape or shape component with its assigned PhysX Rigid Body Physics motion type. This component doesn't have parameters to edit.

    PhysX Mesh Shape

    Provides the geometry of the collision area. This collision geometry is an invisible mesh defined by a .pxmesh file. You create a .pxmesh file from an FBX file. You do not need to add the PhysX Mesh Shape component if you use one of the following supported Shape components: box, capsule, or sphere. The cylinder, compound shape, and polygon prism shapes are currently not supported.

    Note

    You create the visible part of the entity by adding a Mesh component and specifying a mesh asset.

    PhysX Rigid Body Physics

    Defines the entity as a rigid object. Choose a Motion Type of Static or Dynamic. The Static motion type means that the object is not movable and has no additional parameters. You apply the Dynamic motion type to a movable object and modify its parameters to define how it interacts with other objects.