Fusion 2.5+
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Quick Physics - The physics engine

2. The physics engine

The Physics - Engine object is the driving force behind your physics-based applications. It contains the code necessary to make the objects to move in a physical-oriented way. This object must be present in the frame if you use one of the physics-driven movements. This object also contains a number of actions to control and affect the objects of your physical world.


Without the Physics Engine object inside your frame, physics movements will not be available.


With the Physics Engine object, you can control the entire world inside your frame. You can set, modify and adapt gravity strength, gravity angle, set object properties such as friction, density, elasticity and gravity scales applied to each individual object.


The Physics Engine also allows you to use Standard Fusion movements too, so for example if you have an enemy that just walks left and right on a platform with the path movement, you can allow the engine to incorporate this into the physics world so anything it touches, it will interact with.


You can create 'joints' where objects are joined in some way, shape or form. Whether it's in the form of a Distance Joint, Revolute Joint or a Prismatic Joint.


As with most objects, you can also retrieve a number of real-time expressions, such as current gravity strength, damping, object velocities and much, much more. We will cover all of this in future guides and examples but for now, let's move on to some basic objects and applying some basic physics routines in an example.

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