Physics¶
Picker entries from Jungle Core. Grouped by the category the picker shows them under.
Asset¶
Collision Hit List Asset¶
Shared asset editable in the Project window.
Asset that stores a shared list of raycast hit data, editable in the Project window.
Type: CollisionHitListValueAsset · Full page
Collision Hit List From Asset¶
Provided by a shared ScriptableObject.
Reads a list of raycast hit data from a shared Collision Hit List Value asset.
Type: CollisionHitListValueFromAsset
Collision Hit Value Asset¶
Shared hit filled in while the game runs.
Asset that shares one hit between components. The hit is filled in while the game runs, not typed in beforehand, so this asset shows nothing in the Inspector.
Type: CollisionHitValueAsset · Full page
Collision Hit Value From Asset¶
Provided by a shared ScriptableObject.
Reads raycast hit data from a shared Collision Hit Value asset.
Type: CollisionHitValueFromAsset
Body¶
Set Constraints¶
Sets rigidbody constraints.
Sets the rigidbody's constraints to freeze specific position or rotation axes. Use to lock objects to a plane, prevent rotation during drag, or free all axes on drop.
Type: SetConstraints
Set Detect Collisions¶
Turns the rigidbody's collision detection on or off.
Turns collision detection for the whole rigidbody on or off, covering every collider it owns. Turn it off while an object is carried so it cannot bump or push anything, and back on when it is released. Works the same in any project, no layer or collision matrix setup needed.
Type: SetDetectCollisions
Set Exclude Layers¶
Chooses which layers the rigidbody stops colliding with, while staying clickable.
Chooses the layers this rigidbody passes through, covering every collider it owns. Unlike Set Detect Collisions, the object can still be hovered, clicked and picked by raycasts. Set it to Everything while an object sits in a slot so it cannot bump or push anything yet stays grabbable, and back to Nothing when it is released.
Type: SetExcludeLayers
Set Interpolation¶
Sets rigidbody interpolation mode.
Controls how the rigidbody interpolates between physics steps. Interpolation smooths visible movement so the object doesn't jitter between fixed updates. Recommended for player-visible objects.
Type: SetInterpolation
Set Kinematic¶
Sets kinematic state on the rigidbody.
Sets the rigidbody to kinematic or non-kinematic. Use to freeze physics during drag or re-enable it on drop.
Type: SetKinematic
Set Layer¶
Changes the layer of the rigidbody's GameObject.
Changes the layer of the rigidbody's GameObject. Turn on Include Children to apply it to the whole hierarchy too.
Type: SetLayer · Full page
Set Mass¶
Sets the mass of the rigidbody.
Sets the rigidbody's mass.
Type: SetMass
Set Mass Over Time¶
Drives a rigidbody's mass over time using a number pipeline.
Gradually changes the rigidbody's mass each frame, driven by a pipeline target and optional modifiers. Set On Complete Behaviour to Revert to restore the original mass when the pipeline finishes. Useful for scoped effects like heavy while inside a zone, normal outside it.
Type: SetMassOverTime
Set Use Gravity¶
Enables or disables gravity on the rigidbody.
Controls whether the rigidbody is affected by gravity. Use to make objects float during drag or fall on drop.
Type: SetGravity
Damping¶
Set Angular Damping¶
Sets the rigidbody's angular damping.
Sets the rigidbody's angular damping (rotational resistance) to a specified value. Higher values slow spinning faster; zero means no rotational resistance at all.
Type: SetAngularDamping
Set Angular Damping Over Time¶
Drives a rigidbody's angular damping over time using a float pipeline.
Evolves the rigidbody's angular damping each frame using a pipeline target and optional modifiers. Useful for smoothly stabilizing a spinning object or gradually releasing rotational resistance. Set On Complete Behaviour to Revert to restore the original damping when the pipeline finishes.
Type: SetAngularDampingOverTime
Set Linear Damping¶
Sets the rigidbody's linear damping.
Sets how much the rigidbody's motion slows down on its own, like air or water resistance. Higher values stop it faster; zero means no drag at all.
Type: SetLinearDamping
Set Linear Damping Over Time¶
Drives a rigidbody's linear damping over time using a number pipeline.
Gradually changes the rigidbody's linear damping each frame, driven by a pipeline target and optional modifiers. Useful for smoothly increasing air resistance as an object enters a zone, or fading damping out to let it fly freely. Set On Complete Behaviour to Revert to restore the original damping when the pipeline finishes.
Type: SetLinearDampingOverTime
Detection¶
Prioritized Raycast¶
Detects via raycasting, ranking hits by priority tier before distance.
Casts periodically and reports the best hit by priority instead of the closest one. List your tiers highest-priority first: a hit is scored by the first tier it matches, hits matching no tier rank below every tier, and distance only breaks ties within a tier. Use this when a small target sits on or inside a larger one and a closest-hit cast keeps picking the larger. Leave the tier list empty for plain closest-hit behaviour.
Type: PrioritizedRaycastDetectionStrategy
Raycast¶
Detects via periodic raycasting.
Detects objects by periodically casting a ray and reporting the closest hit whose GameObject passes the detector's filters. Uses multi-hit queries so it can see past rejected hits (e.g. intervening geometry) to find a valid target deeper along the ray.
Type: RaycastDetectionStrategy
Raycast All¶
Detects all objects hit by a ray, not just the closest.
Detects every object hit by the ray that passes the detector's filters, not just the closest one. Use this when multiple objects along the same ray should all be detected, for example a thick sphere sweep that picks up everything it touches.
Type: RaycastAllDetectionStrategy
Screen Rect¶
Detects objects whose screen footprint is inside a screen rectangle.
Detects every collider on the chosen layers that shows up inside a screen rectangle, such as the marquee from a Pointer Drag Rect. Pick whether the object's centre, all of it, or any of it must be inside. The rectangle is empty when nothing is dragged, and then nothing is detected. Objects need a collider to be found.
Type: ScreenRectDetectionStrategy
Trigger & Collision¶
Detects objects entering and leaving a collider volume.
Detects objects that enter and leave a collider volume, rather than by casting a ray. Pick the relay type to control which overlaps Unity actually reports (Trigger 3D, Collision 3D, or the 2D variants).
Type: PhysicsOverlapDetectionStrategy
Force & Torque¶
Apply Force¶
Applies a force to the rigidbody.
Applies a force vector to the rigidbody using the specified force mode. Optionally applies at a custom world position for torque effects. Use for knockback, explosions, launching, or any impulse-based physics.
Type: ApplyForce
Apply Torque¶
Applies torque to the rigidbody.
Applies a torque vector to the rigidbody using the specified force mode. Use for spinning objects, rotational impulses, or angular momentum effects.
Type: ApplyTorque
Set Force Over Time¶
Applies force over time using a pipeline.
Drives a force applied to the target rigidbody each fixed update. Pick a Vector3 destination for the force direction/magnitude and add modifiers to shape it. Use for jetpacks, wind, thrust, or any continuously applied force.
Type: ForcePipelineOperation
Set Quaternion Torque Over Time¶
Converts a rotation target into torque on the rigidbody.
Rotates a rigidbody by pushing it (with torque) toward a target rotation each physics step. Strength sets how hard it pushes toward the target, and damping resists overshoot so it settles smoothly instead of spinning past and oscillating. Useful for gyroscopes, motorized hinges, or physics-driven aiming.
Type: QuaternionTorquePipelineOperation
Set Torque Over Time¶
Applies torque over time using a pipeline.
Applies torque to the target rigidbody every physics step. Pick a Vector3 destination for the torque's axis and strength, and add modifiers to shape it. Use for spinning objects, motorized joints, or other rotation effects.
Type: TorquePipelineOperation
Hit Provider¶
Box Cast¶
First collider hit by a box swept along the ray.
Sweeps a box along the ray and returns the first collider it touches. Pick this when the probe should match a rectangular shape, like pushing a crate, sliding a drawer, or sweeping a door volume. Orientation can follow the ray direction (most common, the box rotates with the cast), stay world-axis-aligned, or use a fixed custom rotation. Getting multiple hits always casts immediately. Getting a single hit can use the batched pipeline instead, at the cost of results being one frame stale.
Type: BoxCastHitProvider
Capsule Cast¶
First collider hit by a capsule swept along the ray.
Sweeps a capsule along the ray. The capsule's spine runs along the chosen axis (default world up), which matches a character moving horizontally with a vertical capsule. Height is the total length cap to cap; if it's smaller than 2x the radius, the cast collapses to a sphere. Getting multiple hits always casts immediately. Getting a single hit can use the batched pipeline instead, at the cost of results being one frame stale.
Type: CapsuleCastHitProvider
Filtered¶
Wraps another hit provider and only returns hits whose GameObject passes filters.
Wraps another hit provider and only reports hits whose GameObject passes all the configured filters. Use this when something needs to look past objects it doesn't care about, for example snapping to the first dynamic object the sphere touches while ignoring static geometry, or picking the first hit that has a tag or component.
Type: FilteredHitProvider
From Asset¶
Reads a hit provider stored in a shared asset.
Reads the hit provider from a shared asset so multiple things can point at one configuration.
Type: HitProviderFromAsset
Normal-Smoothed Raycast¶
Raycast hit with normal averaged from a cone of spread rays.
Casts a main ray, then optionally casts more rays in a cone around it and averages their normals. Use this when a surface is bumpy and you want to smooth out small normal changes before using the normal for rotation or offset.
Type: NormalSmoothedHitProvider
Ray Line¶
All colliders the ray passes through.
Casts a single ray and reports every collider along its path, sorted closest first. Pick this when a single first hit is not enough, for example when you need to look past rejected colliders to find a valid target deeper along the line.
Type: RayLineHitProvider
Ray Onto Shape¶
Where the ray meets a shape; no collider needed.
Finds where your pointer ray meets a shape, such as an endless plane at table height, without needing a collider in the scene. Use it to drag things across a surface that has nothing physical to hit. The hit has a point, a normal facing back at you and a distance, but no collider, so anything that needs to know which object was hit will find nothing.
Type: ShapeHitProvider
Raycast¶
First collider the ray hits.
Casts a single ray and returns the first collider it hits. Supports caching, batched raycasting, and configurable layer/distance/trigger settings. If you need every collider along the ray (e.g. to walk past intervening geometry), pick the Ray Line provider instead.
Type: RaycastHitProvider
Sphere Cast¶
First collider hit by a sphere swept along the ray.
Sweeps a sphere of the given radius along the ray and returns the first collider it touches. Pick this when a thin ray would miss the target, for example snapping to nearby surfaces, fat projectile probes, or character ground checks. Getting all hits always casts immediately. Getting a single hit can use the batched pipeline for better performance in scenes with many providers, at the cost of results being one frame behind.
Type: SphereCastHitProvider
Spread Cone¶
Casts a main ray plus concentric rings of rays in a cone around it.
Casts the main ray plus more rays spread across concentric rings inside a cone. Returns one hit picked by the selected rule, or every hit sorted by distance when you ask for all hits.
Type: SpreadConeHitProvider
Joints¶
Connect Fixed Joint¶
Welds the body to a carrier body.
Adds a Fixed Joint to the target rigidbody, connected to the carrier's rigidbody, so the target rides the carrier. Needed whenever cargo sits on a moving physics body: every rigidbody is its own root in the physics world, so parenting alone cannot carry one. The child's own pose gets written back over the parent's motion every physics step. Leave Connect To empty to weld to the nearest rigidbody above the target in the hierarchy.
Type: ConnectFixedJoint
Disconnect Fixed Joints¶
Removes every fixed joint from the body.
Destroys every Fixed Joint on the target rigidbody, releasing it from whatever it was welded to. The counterpart to Connect Fixed Joint, run it when cargo leaves its carrier. It removes all fixed joints on the body, including any authored by hand.
Type: DisconnectFixedJoints
Set Hinge Motor¶
Turns a hinge's motor on or off.
Drives a hinge round at a set speed, like a lever snapping open once it gives way. Turn it off to hand the hinge back to the player.
Type: SetHingeMotor
Set Hinge Spring¶
Turns a hinge's spring on or off.
Pulls a hinge back toward a rest angle. The further it is pushed, the harder it pulls, which is what makes a stiff or rusty lever. Turn it off to let the hinge swing freely.
Type: SetHingeSpring
Set Rope Length¶
Sets or adds to a Spring Joint's slack.
Changes how far a Spring Joint lets its body stray before it starts pulling back, like letting out rope. Use Add to give out a bit more slack each time, Set for an exact length.
Type: SetRopeLength
NavMesh¶
Resume¶
Resumes the navigation agent.
Resumes the NavMeshAgent after being stopped.
Type: ResumeNavMeshAgent
Set Destination¶
Sets the agent's navigation destination.
Sets the navigation destination. Can target a transform or a fixed position.
Type: SetDestination
Set Enabled¶
Enables or disables the agent.
Enables or disables the NavMeshAgent component.
Type: SetNavMeshEnabled
Stop¶
Stops the navigation agent.
Stops the NavMeshAgent and clears its path.
Type: StopNavMeshAgent
Warp¶
Warps the agent to a position.
Instantly warps the NavMeshAgent to a position on the NavMesh.
Type: WarpNavMeshAgent
Physics¶
Collider Command¶
Enable, disable, set trigger or material.
Combines multiple Collider operations (enable/disable, set trigger, set physics material, etc.) into a single command targeting one Collider. Toggle the operations you need and configure their values inline.
Type: ColliderCommand
Ignore Collision With¶
Makes the collider and one other collider ignore each other.
Makes this collider and one other collider pass through each other, or collide again. Only that exact pair is affected, so everything else keeps colliding normally and no layer or collision matrix setup is needed. Unity forgets the pairing whenever either collider is disabled or deactivated, so re-apply it right after re-enabling one of them.
Type: IgnoreCollisionWith
Joint Command¶
Change a joint's rope length, spring or motor.
Changes a joint while the game runs: lengthen a rope, stiffen or relax a hinge, start or stop a motor. Put it in a reaction to make a lever give way past an angle, or a tether let out slack after a hard pull.
Type: JointCommand
Objects In Box¶
Every object whose collider overlaps a box in the world.
Lists every object with a collider inside a box in the world, once each however many of its colliders touch it. Drive the centre and size from World GameObject Bounds -> Bounds Center and Bounds Extents to find what sits under an object. Add filters to keep only some of them.
Type: GameObjectsInBox
Physics Event¶
Fires on a physics interaction (collision/trigger) with a target GameObject.
Fires when the relay you wired sends the physics event you picked. Assign a relay (Trigger 3D, Collision 3D, Trigger 2D, Collision 2D), choose the event type, and optionally filter by layer or tag.
Type: PhysicsEvent
Physics Overlap¶
True when the filtered object overlaps colliders matching the configured shape and rules.
Probes for colliders around the filtered object using a sphere, box, or capsule. Configure which layers count, whether triggers are included, whether a rigidbody is required, and whether the object's own colliders are skipped. Add hit filters to count only some objects, for example only placed machines and never loose cargo. Tip: drive shape sizes from the object's bounds by wiring Filtered Object -> Local GameObject Bounds -> Bounds Sphere Radius (or Bounds Extents for box) into the size field.
Type: PhysicsOverlapFilter
Physics Settings Command¶
Set gravity, solver iterations, layer matrix.
Applies global physics settings changes such as gravity, solver iterations, and collision layer matrices. Operations run in parallel and can be instant or timed.
Type: PhysicsSettingsCommand
Raycast Command¶
Runs raycast operations and stores their hit results.
Holds raycast operations that run in parallel. Each operation casts a ray and stores its results into values that other components can read. Use for ground detection, targeting, surface sampling, or any physics query.
Type: RaycastHitCaptureCommand
Rigidbody Command¶
Apply force, set velocity, toggle kinematic, etc.
Combines multiple physics operations (set kinematic, apply force, velocity over time, etc.) into a single command targeting one rigidbody. Add, remove, and reorder operations in the list to build the exact physics behavior you need. Instant and timed operations can be mixed freely.
Type: RigidBodyCommand
Rigidbody Sleeping¶
True while a rigidbody is asleep, meaning physics considers it settled.
Reports whether a rigidbody has gone to sleep, meaning physics has decided it stopped moving. Use it with an On True reaction to act the moment something settles, for example freezing a placed object, playing a landing sound, or marking a prop as ready. Sleep is checked every frame while a reaction is listening.
Type: RigidbodySleeping
Set Enabled¶
Enables or disables the collider.
Sets whether the collider is enabled. Use to disable collision during animations or re-enable on landing.
Type: SetEnabled
Set Physics Material¶
Assigns a physics material to the collider.
Replaces the collider's shared physics material. Use for surface property changes like making ice slippery or rubber bouncy.
Type: SetPhysicsMaterial
Set Trigger¶
Sets isTrigger on the collider.
Controls whether the collider is a trigger. Use to switch between physics collision and trigger detection at runtime.
Type: SetTrigger
Physics Settings¶
Set Gravity Vector¶
Sets the world's gravity direction and strength.
Changes the world's gravity, both its direction and its strength.
Type: SetGravityVector
Set Physics Iterations¶
Sets how many passes the physics solver runs each step.
Sets how many position and velocity passes the physics solver runs each step. More passes make joints and contacts more stable, at the cost of extra CPU.
Type: SetPhysicsIterations
Raycast¶
Physics Raycast¶
Casts a physics ray and stores the hit information.
Casts a physics ray from an origin along a direction and stores what it hits. The hit point, normal, and collider are saved into values other systems can read.
Type: PhysicsRaycastOperation
Spatial¶
NavMesh Agent Command¶
Set destination, stop, warp, or adjust speed.
Combines multiple NavMeshAgent operations (set destination, stop, warp, set speed, etc.) into a single command targeting one NavMeshAgent.
Type: NavMeshAgentCommand
Spatial / NavMesh¶
Set Speed¶
Sets the agent's movement speed.
Sets the NavMeshAgent movement speed.
Type: SetNavMeshSpeed
Spatial / Physics¶
Closest Point On Collider¶
The spot on a collider nearest to a reference position.
Finds the spot on a collider's surface that is nearest to a reference position, for example to keep a held object pressed against a wall or a table edge while you drag past it. You can keep the reference's facing, or turn the object so its up points away from the surface. When the reference is inside the collider, the spot is the reference itself and the last surface direction is kept. Works on Box, Sphere, Capsule and convex Mesh colliders; on other colliders you get the nearest point on the collider's bounding box instead.
Type: ClosestPointOnColliderPose
Collision Hit Normal¶
Surface normal from a collision hit value.
Extracts the surface normal from a collision hit value as a Vector3.
Type: CollisionHitNormalValue
Collision Hit Position¶
World-space hit point from a collision hit value.
Extracts the world-space hit point from a collision hit value as a Vector3.
Type: CollisionHitPositionValue
Gravity¶
Current global gravity vector from the physics engine.
Reads the current global gravity vector from the physics engine.
Type: GravityValue
Ray Hit Position¶
World-space point a ray hits right now.
Casts a ray and gives the point where it hits, such as the spot a hand points at. When the ray hits nothing, gives the point the ray starts from.
Type: RayHitPositionValue
Velocity¶
Set Angular Velocity¶
Sets the rigidbody's angular velocity.
Directly sets the rigidbody's angular velocity. Use to spin objects at a specific rate, zero out rotational motion, or override physics angular velocity.
Type: SetAngularVelocityAction
Set Angular Velocity Over Time¶
Evolves angular velocity over time using a pipeline.
Drives a rigidbody's angular velocity using a pipeline target (constant, blended, etc.) through optional modifiers (smooth, clamp, etc.) with a configurable completion check. Use for spin-up, spin-down, rotational transitions, or any time-based angular velocity control.
Type: AngularVelocityPipeline
Set Linear Velocity¶
Sets the rigidbody's linear velocity.
Sets the rigidbody's speed and direction directly, replacing whatever motion it already has. Use it to launch objects, stop them dead, or override physics motion.
Type: SetLinearVelocityAction
Set Linear Velocity Over Time¶
Evolves linear velocity over time using a pipeline.
Drives a rigidbody's linear velocity using a pipeline target (constant, blended, etc.) through optional modifiers (smooth, clamp, etc.) with a configurable completion check. Use for throwing with deceleration, velocity transitions, or any time-based linear velocity control.
Type: LinearVelocityPipeline
Set Max Angular Velocity¶
Caps the rigidbody's rotation speed.
Sets the fastest spin speed the rigidbody can reach. Unity's default keeps this fairly low. Raise it to let objects spin fast, lower it to keep rotation under control.
Type: SetMaxAngularVelocity
Set Max Angular Velocity Over Time¶
Drives the rigidbody's rotation speed cap over time using a number pipeline.
Changes the rigidbody's spin speed cap each frame, driven by a pipeline target and optional modifiers. Useful for loosening or tightening how fast an object can spin over time. Set On Complete Behaviour to Revert to restore the original cap when the pipeline finishes.
Type: SetMaxAngularVelocityOverTime
Set Max Linear Velocity¶
Caps the rigidbody's linear speed.
Sets the fastest speed the rigidbody can reach. Use it to stop objects from accelerating out of control, like tunneling through colliders or turning into runaway projectiles.
Type: SetMaxLinearVelocity
Set Max Linear Velocity Over Time¶
Drives the rigidbody's speed cap over time using a number pipeline.
Gradually changes the rigidbody's maximum speed each frame, driven by a pipeline target and optional modifiers. Useful for easing a speed cap up as a power-up ramps in, or clamping speed down when an object enters a slow zone. Set On Complete Behaviour to Revert to restore the original cap when the pipeline finishes.
Type: SetMaxLinearVelocityOverTime
General¶
Collision Hit Value¶
Stores raycast hit information directly on the owner.
Stores raycast hit data directly on the owning object.
Type: CollisionHitValue