Motion Actuator: Simple Motion with Physics

Simple Motion with Physics:
  • Physics Type:
    • Dynamic or Rigid Body or Soft Body
       
    • Properties menu >> Physics button >> Physics tab >> Physics Type: Dynamic or Rigid Body or Soft Body
  • Loc and Rot:
    • Teleports and/or instantly rotates the game object from point A to point B
       
    • Doesn't use physics
       
    • Immediate start and stop
  • Force and Torque:
    • Movement is affected by physics
       
    • Game object moves/rotates only if the force can overcome gravity and friction
       
    • Game object keeps moving/rotating until gravity and friction slows it to a stop
  • Linear Velocity and Angular Velocity:
    • Movement is affected by physics
       
    • Uses whatever force is needed to maintain the set velocity
       
    • Game object keeps moving until gravity and friction slows it to a stop
Loc:
  • X: 
    • Amount to teleport the game object on the X axis with each logic tic
       
    • Range:
      • -10,000.00 to 10,000.00
  • Y:
    • Amount to teleport the game object on the Y axis with each logic tic
       
    • Range:
      • -10,000.00 to 10,000.00
  • Z:
    • Amount to teleport the game object on the Z axis with each logic tic
       
    • Range:
      • -10,000.00 to 10,000.00
  • L:
    • Enabled:
      • Use local (game object) axis
    • Disabled:
      • Use world axis
Rot:
  • X:
    • Amount to instantly rotate the game object around the X axis
       
    • Range:
      • -57,295° to 57,295°
  • Y:
    • Amount to instantly rotate the game object around the Y axis
       
    • Range:
      • -57,295° to 57,295°
  • Z:
    • Amount to instantly rotate the game object around the Z axis
       
    • Range:
      • -57,295° to 57,295°
  • L:
    • Enabled:
      • Use the local (game object) axis
    • Disabled:
      • Use the world axis
Force:
  • X:
    • Force applied on the X axis
       
    • Range:
      • -10,000.00 to 10,000.00
  • Y:
    • Force applied on the Y axis
       
    • Range:
      • -10,000.00 to 10,000.00
  • Z:
    • Force applied on the Z axis
       
    • Range:
      • -10,000.00 to 10,000.00
  • L:
    • Enabled:
      • Use the local (game object) axis
    • Disabled:
      • Use the world axis
Torque:
  • X:
    • Rotational force applied around the X axis
       
    • Range:
      • -10,000.00 to 10,000.00
  • Y:
    • Rotational force applied around the Y axis
       
    • Range:
      • -10,000.00 to 10,000.00
  • Z:
    • Rotational force applied around the Z axis
       
    • Range:
      • -10,000.00 to 10,000.00
  • L:
    • Enabled:
      • Use the local (game object) axis
    • Disabled:
      • Use the world axis
Linear Velocity:
  • X:
    • Linear Velocity on the X axis to try and maintain
       
    • Range:
      • -10,000.00 to 10,000.00
  • Y:
    • Linear Velocity on the Y axis to try and maintain
       
    • Range:
      • -10,000.00 to 10,000.00
  • Z:
    • Linear Velocity on the Z axis to try and maintain
       
    • Range:
      • -10,000.00 to 10,000.00
  • L:
    • Enabled:
      • Use the local (game object) axis
    • Disabled:
      • Use the world axis
  • Add:
    • Enabled:
      • With each frame, the Linear Velocity is added to the current amount
         
      • Example:
        • Linear Velocity x-axis = 1.0
           
        • 1st frame:   Linear Velocity = 0.0 + 1.0 = 1.0
           
        • 2nd frame:  Linear Velocity = 1.0 + 1.0 = 2.0
           
        • 3rd frame:   Linear Velocity = 2.0 + 1.0 = 3.0
           
        • etc
Angular Velocity:
  • X:
    • Angular Velocity applied around the X axis to try and maintain
       
    • Range:
      • -10,000.00 to 10,000.00
  • Y:
    • Angular Velocity applied around the Y axis to try and maintain
       
    • Range:
      • -10,000.00 to 10,000.00
  • Z:
    • Angular Velocity applied around the Z axis to try and maintain
       
    • Range:
      • -10,000.00 to 10,000.00
  • L:
    • Enabled:
      • Use the local (game object) axis
    • Disabled:
      • Use the world axis
Damping Frames:
  • Number of frames used to reach target velocity
     
  • Range:
    • 0 to 1,000
Motion:
  • The type of Actuator
Name:
  • Actuator name
Pin:
  • Enabled: 
    • Always display the Actuator
  • Disabled: 
    • Only display when the State Mask group the Actuator is linked to is being displayed
Checkbox:
  • Enabled:
    • Actuator is turned on
  • Disabled:
    • Actuator is turned off
Note:
  • Actuators can be connected to more than one controller
     
  • Actuators connected to a controller(s) belong to the same State Mask group(s) as the controller(s)