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Kinematic
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en/manual/physics/index.md

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* [Collidables](colliders.md): The physics objects in your game world
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* [Statics](static-colliders.md): Strong immovable objects like walls, floors, large rocks, and so on
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* [Bodies](rigid-bodies.md): Objects that can be knocked around, cans, balls, boxes ...
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* [Characters](characters.md): Entities which are moved programmatically, the player character, animals, moving platforms ...
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* [Kinematic Bodies](kinematic-rigid-bodies.md): Entities which are moved programmatically, moving platforms, doors, ...
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* [Characters](characters.md): Creatures which are moved programmatically, the player character, animals ...
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* [Collider Shapes](collider-shapes.md): Define the geometric shape of yours collidable components
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* [Triggers](triggers.md): Use triggers to detect passing objects
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* [Constraints](constraints.md): Join physics objects together, constrain them around points
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* [Physics Queries](raycasting.md): Operations to find objects in the scene
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* [Physics Update](physics-update.md): Updating logic alongside physics
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> [!WARNING]
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> Pages to redirect or recycle
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* [Kinematic Rigid Bodies](kinematic-rigid-bodies.md): How Stride controls physics
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### Tutorials
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* [Physics tutorials](tutorials.md)
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# Kinematic rigidbodies
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# Kinematic Bodies
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Sometimes you want to move [rigidbodies](rigid-bodies.md) in a specific way rather than have other objects move them. For example, you might control an elevator with a script, via its `Transform` property, rather than have other objects push and pull it. This is a **kinematic** rigidbody.
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Sometimes you want to move [bodies](rigid-bodies.md) in a specific way rather than have physics apply outside forces, like drag, inertia, etc. For example, you might control an elevator directly through its `LinearVelocity` property, rather than have other objects push and pull it. This is a **kinematic** body.
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Although kinematic rigidbodies aren't moved by physics, other objects can still collide with them. For example, in the case of the elevator, objects placed inside won't fall through the elevator floor.
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Although kinematic bodies aren't bound by physics, other objects can still collide with them. For example, in the case of the elevator, objects placed inside won't fall through the elevator floor.
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![Kinematic elevator](media/rigid-bodies-kinematic-elevator.png)
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## Make a kinematic rigidbody
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## Make a Kinematic Body
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1. Select the entity you want to be a kinematic rigidbody.
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1. Select the entity you want to be a kinematic body.
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2. In the **Property Grid**, under the **Rigidbody** component properties, select **Is kinematic**.
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2. In the **Property Grid**, under the **Body** component properties, select `Kinematic`.
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![Check 'Is kinematic'](media/rigid-bodies-is-kinematic-checkbox.png)
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## Scripting kinematic rigidbodies
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## Scripting Kinematic Bodies
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You can script the **Is kinematic** property to turn on and off on certain events. For example, imagine our kinematic elevator's suspension cables are cut. You can script the **Is kinematic** property to change to *false* when this happens. The elevator becomes subject to the usual forces of physics, and falls.
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You can script the `Kinematic` property to turn on and off on certain events. For example, imagine our kinematic elevator's suspension cables are cut. You can script the **Kinematic** property to change to *false* when this happens. The elevator becomes subject to the usual forces of physics, and falls.
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![Non-kinematic elevator](media/rigid-bodies-non-kinematic-elevator.png)
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## See also
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* [Rigidbodies](rigid-bodies.md)
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* [Static colliders](static-colliders.md)
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* [bodies](rigid-bodies.md)
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* [Statics](static-colliders.md)
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* [Characters](characters.md)
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* [Collider shapes](collider-shapes.md)
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* [Triggers](triggers.md)
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