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On the Global Configuration tab, you can configure world settings and editor settings.
The following table describes the settings for System Configuration.
|Max Time Step ||Specifies the largest time step that the simulation can process. This setting prevents instability in the simulation if |
|Fixed Time Step ||Controls the frequency of the interval at which O3DE does the simulation. The default is |
|Raycast Buffer Size||Maximum number of hits that can be returned from a raycast query. The default is |
|Shapecast Buffer Size||Maximum number of hits that can be returned from a shapecast query. The default is |
|Overlap Query Buffer Size||Maximum number of hits that can be returned from an overlap query. The default is |
The following table describes the settings for Physics Materials.
|Default Physics Material||Properties of the default physics material used for this project. See Physics material properties for a detail description of each property.|
|Physics Material Library||The physics material library to use for this project.|
The following table describes the settings for Scene Configuration.
|Gravity||Gravity vector in the world. The default X, Y, and Z values are |
|Continuous Collision Detection||If set, enables continuous collision detection in the world. Disabled by default.|
|Persistent Contact Manifold||If set, attempts to improve the calculation of the entities that are colliding and preserves this data between frames. Enabled by default, which is the recommended setting. Persistent manifolds store the contact data created in one frame for potential reuse in subsequent frames. For example, if the corner of box A collides with the side of box B, the contact data is stored and the manifold stores the collision point. If box A’s corner no longer collides in approximately in the same location in the next frame, the data is disregarded. If box A moves too far (for example, if it rotates so far that the corner no longer touches), that data is discarded. Otherwise, the manifold provides faster collision results by using the data from the previous frame to calculate the collision. Although persistent manifolds require more memory, they improve performance and the accuracy of the simulation by reducing jitter and other unwanted physics artifacts.|
|Bounce Threshold Velocity||Relative velocity below which colliding objects will not bounce. The default is |
The following options relate to the Debug Draw COM (center of mass) option of the PhysX Rigid Body component.
|Debug Draw Center of Mass Size||The size of the debug draw circle that represents the center of the mass. Possible values are from |
|Debug Draw Center of Mass Color||The color of the debug draw circle that represents the center of mass. To specify a color, enter its RGB values in the text box. The color of the icon next to the text box shows the color that you entered. The default values are |
|Global Collision Debug||Set up global collision debug draw.|
Enable all colliders Displays all PhysX collider shapes, including colliders previously set as hidden.
Disable all colliders Hides all PhysX collider shapes, including colliders previously set as visible.
Set manually You can update PhysX colliders on each entity. This is the default.
|Global Collision Debug Color Mode||Set up debug color mode.|
Material Color Mode Uses material’s debug color specified in material library.
Error Mode Shows glowing red error colors for cases like meshes with too many triangles.
|Display Joints Hierarchy||Flag to switch on and off the display of joint lead-follower connections in the viewport. The default is on.|
|Joints Hierarchy Lead Color||Color of the lead half of a lead-follower joint connection line.|
|Joints Hierarchy Follower Color||Color of the follower half of a lead-follower joint connection line.|
|Joints Hierarchy Distance Threshold||Minimum distance required to draw from follower to joint. Distances shorter than this threshold will result in the line drawn from the joint to the lead. The default is |
Note:These options are part of the PhysX gem and are not related to the Debug Draw gem or the PhysX Debug gem.
The following table describes the settings for Wind Configuration. See Create global or localized wind forces with PhysX for more details.
|Global wind tag||Tag used by PhysX wind system to detect entities that provide global wind data.|
|Local wind tag||Tag used by PhysX wind system to detect entities that provide wind data localized to a collider volume.|
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