1. Hello World / Hello World |
Objects with convex hull colliders |
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1. Hello World / Sphere and Box Colliders |
Objects with sphere and box colliders |
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2. Gravity Well / Gravity Well |
Two objects rotating around a center and smaller objects gravitating to the larger two. |
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3. Collider Geometry / Collision Parade - Basic |
The basic collider shapes |
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3. Collider Geometry / Collision Parade - Advanced |
Colliders of all shapes, including compound colliders |
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4. Motion Properties / Mass |
Overriding mass |
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4. Motion Properties / Velocity |
Objects that spawn with a set initial linear and angular velocity |
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4. Motion Properties / Damping |
Linear and angular damping |
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4. Motion Properties / Gravity Factor |
Per-body gravity multipliers |
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4. Motion Properties / Center of Mass |
Overriding center of mass |
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4. Motion Properties / Inertia Tensor |
Overriding inertia tensor |
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4. Motion Properties / Smoothing |
Objects with either interpolation, extrapolation, or neither |
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5. Material Properties / Friction |
Objects with different friction strength sliding down a slope |
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5. Material Properties / Restitution |
Falling objects with different restitution (fancy word for bounciness!) |
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5. Material Properties / Collision Filters |
Objects only collide with other objects belonging to the matching material collision filter |
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6. Events / Collisions |
Detecting object contact with a trigger surface |
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6. Events / Contacts |
Object repelled upon hitting a trigger volume |
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6. Events / Triggers |
Objects reverse gravity upon entering trigger volume |
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6. Events / Triggers - Change Material |
Objects change material upon entering trigger volume |
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6. Events / Triggers - Force Field |
Objects float upward when inside moving trigger volume |
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6. Events / Triggers - Portals |
Teleport an object from one portal to another upon contact |
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7. Query / All Distances |
Query for the distance between the colliders for each collider vertex |
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7. Query / Closest Distance |
Query for closest distance between two colliders |
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7. Query / Cast |
Collider casting and ray casting |
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7. Query / Custom Collector |
Raycast with custom filtering |
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8. Joints and Motors / Joints - Parade |
All joint types |
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8. Joints and Motors / Joints - Limit DOF |
Limiting degrees of freedom |
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8. Joints and Motors / Joints - Ragdolls |
Obligatory stack of ragdolls |
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8. Joints and Motors / Motors - Parade |
All motor types |
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8. Joints and Motors / Motors - Position |
Position motors |
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8. Joints and Motors / Motors - Linear Velocity |
Linear velocity motors |
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8. Joints and Motors / Motors - Angular Velocity |
Angular velocity motors |
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8. Joints and Motors / Motors - Rotational |
Rotational motors |
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9. Modify / Motion Type |
Dynamically modifying motion type |
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9. Modify / Box Collider Size |
Dynamically modifying collider size |
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9. Modify / Collider Type |
Dynamically modifying collider type |
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9. Modify / Velocity |
Modifying velocity |
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9. Modify / Kinematic Motion |
Moving kinematic objects that collide with dynamic objects |
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9. Modify / Surface Velocity |
Dynamically modifying surface velocity |
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9. Modify / Collider Filter |
Dynamically modifying collider filters |
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9. Modify / Scale |
Dynamically modifying scale |
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9. Modify / Impulse |
Applying impulses |
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9. Modify / Broadphase Pairs |
Filter out collision by explicitly deleting pairs from the broad phase |
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9. Modify / Contacts |
Dynamically modifying the results of contact generation to produce special effects |
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9. Modify / Narrowphase Contacts |
Dynamically add new contacts in narrowphase |
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10. Character Controller / Character Controller |
A rudimentary 3rd-person character controller |
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11. Immediate Mode / Pool |
A pool game that uses "immediate mode" to project the ball movements before the shot is taken |
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12. Planet Gravity / Planet Gravity |
Stress test of many asteroids orbiting a planet |
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13. Raycast Car / Raycast Car |
Drivable vehicles |
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