NOTES: |
Properties 3-9 will only be active if at least one actor is selected in the editor.
Properties 10-12 will only be active if a primitive is selected.
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1 |
Create Actor [enter key] |
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To create a new actor, select the objects in the editor you wish to include and press this button. For more information on what an Actor is, see Object Types and Tutorial for Dummies. |
2 |
Detach from Actor |
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You can detach specific objects from an Actor with this button. |
3 |
Actor name |
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Names are simply to help with organisation and clarity of purpose, and they can even be used in your own game or application to help with identification. |
4 |
Manual Center of Mass |
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| Actors have their center of mass calculated automatically, but in special cases where you wish to alter it manually, you can check this box. It will create a green marker gizmo that you can move around manually with the standard move tool. |
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5 |
Is Static |
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Checking this box will make the actor a static object, it will become an immovable part of the level scenery. |
6 |
Damping |
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These values basically represent unconditional friction, such as natural air resistance. With these set to zero, and in a zero gravity environment, the actor would move perpetually. |
7 |
Group |
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Sets an actors collision group. Groups are not supported in the editor yet, but will still set the group number in the Scythe API, when loaded into your own application. |
8 |
Mass and Density |
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Setting an Actor's density will calculate its mass based on its size and volume. Setting its mass to more than zero will override the density and set its mass directly. Note that the Newton engine does not support density, so the density setting will act the same as mass. |
9 |
Sleep Velocity |
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Sets the minimum speed at which an Actor falls asleep. Must be >0, unless its -1 in which case it will use the physics engine's global default. |
10 |
Trigger Callback flags |
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Indicates whether you want the selected primitive to act as a trigger entity. Has no effect in the editor, is for you to implement in-game. |
11 |
Fluid Drain |
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Sets the primitive as a fluid drain. Will have no effect in-editor until fluid physics are implemented, but the property is still set for the API. [physX engine, Hardware only] |
12 |
Material / Group setting |
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Sets material index and Group ID, support in the editor is planned for a future release. |