Table of Contents

Bepu Physics

Physics in Stride

Warning

These pages are being updated. Bullet Physics is being phased out. We no longer plan to support or expand its features as our focus shifts to Bepu Physics. We recommend transitioning to Bepu Physics for access to the latest updates and ongoing improvements.

Stride simulates real-world physics such as gravity and collisions using "Bepu physics". This section explains how physics components work, how to add them to your project, and how to use them with scripts.

In this section

  • Configuration: Setting up Bepu
  • Simulation: Managing the simulations parameters
  • Collidables: The physics objects in your game world
    • Statics: Strong immovable objects like walls, floors, large rocks, and so on
    • Bodies: Objects that can be knocked around, cans, balls, boxes ...
    • Kinematic Bodies: Entities which are moved programmatically, moving platforms, doors, ...
    • Characters: Creatures which are moved programmatically, the player character, animals ...
  • Collider Shapes: Define the geometric shape of yours collidable components
  • Triggers: Use triggers to detect passing objects
  • Constraints: Join physics objects together, constrain them around points
  • Physics Queries: Operations to find objects in the scene
  • Physics Update: Updating logic alongside physics

Tutorials

Additional physics resources