Rigidbody Actions

v1.0

Transform Actions

Set Rigidbody Position Action

Sets the position instantly. Useful for spawning, portals, etc. Does not happen over time.

Move Rigidbody Position Action

Set Rigidbody Rotation Action

Move Rigidbody Rotation Action

Force Actions

Add Explosive Force Action

Add Impulse On Rigidbody Action

Adds an Impulse force to the Rigidbody. Options for force position and impuse position, along with global and local variants.

Force is added under objects
Diagonal force added at a diagnoal from object

Add Impulse on Position Action

Apply Continuous Force On Rigidbody Action

This takes rigidbody targets, and is good for applying the effect on specific targets rather than an area.

Apply Continuous Force At Position Action

Adds force in an area (Box or Sphere), with global or radial effects. Use to apply the forces to all rigidbodies in the area β€” explosions/implosions and wind etc.

Negative force applied radially, before a ForceExplosion aciton.
Global forc applies to all in area

Rigidbody Settings Actions

Freeze Rigidbody Constraints Action

Controls position and rotation constraints on Rigidbodies to lock specific axes. Supports Set, Add, Remove, and Toggle modes for flexible constraint management.

Set Rigidbody Collision Detection Mode Action

Sets the collision detection quality (Discrete, Continuous, ContinuousDynamic, ContinuousSpeculative) for fast-moving or precision physics objects.

Set Rigidbody Interpolation Action

Configures interpolation mode (None, Interpolate, Extrapolate) to smooth visual movement between physics updates, preventing jitter.

Set Rigidbody Is Kinematic Action

Toggles kinematic state to switch Rigidbodies between physics-driven (dynamic) and script-driven (kinematic) control. Useful for ragdoll activation or platform movement.

Set Rigidbody Layer Overrides Action

Configures include/exclude layer masks to override global Physics collision matrix for specific Rigidbodies.

Set Rigidbody Mass Action

Changes Rigidbody mass with optional animation over time. Supports absolute or relative (multiplier) mass modification.

Set Rigidbody Max Angular Velocity Action

Sets the maximum rotational speed limit to prevent unrealistic spinning or improve physics stability (Unity default: 7 rad/s).

Set Rigidbody Use Gravity Action

Enables or disables gravity for Rigidbodies. Supports Enable, Disable, and Toggle states for anti-gravity zones or floating objects.

Set Rigidbody Linear Velocity Action

Instantly sets the movement velocity of Rigidbodies with absolute or relative modes and world/local space options. Use for precise velocity control like launching projectiles or resetting momentum without applying forces.

Set Rigidbody Angular Velocity Action

Instantly sets the rotational spin speed of Rigidbodies around an axis with absolute/relative and world/local options. Ideal for spinning objects or controlling rotation speed without applying torque.

Set Rigidbody Center of Mass Action

Adjusts the center of mass offset to change balance point and physics behavior. Lower centers increase stability while higher centers make objects tip easier; includes option to reset to automatic calculation.

Set Rigidbody Wake State Action

Controls the sleep state to optimize physics performance by putting stationary objects to sleep or forcing active simulation. Sleeping objects skip physics calculations until disturbed, improving performance.

Set Rigidbody Drag Action

Sets the linear drag coefficient that simulates air or water resistance. Higher values make objects slow down faster; use to simulate environmental conditions or adjust how objects feel when moving.

Set Rigidbody Angular Drag Action

Sets the angular drag coefficient that controls rotational damping. Use to control how quickly spinning objects come to rest or simulate rotational friction.

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