Physics Visualization

The physics visualization mode can be toggled by clicking the button in the infobar under the viewport. This will render only the physics collision geometry. You can click the button to toggle between rendering the graphics meshes and the physics meshes. This mode is useful for debugging physics-related issues.

The physics collider meshes are rendered in different colors, depending on both the state and type of the collider:

  • Green: Box colliders.
  • Yellow: Sphere colliders.
  • Orange: Convex colliders.
  • Purple: Custom colliders.
  • Black: Plane colliders.
  • Blue: Kinematic and Nonconvex colliders.
  • Red: Sleeping rigid bodies.

Kinematic rigid bodies are rendered blue regardless of the collider type. Kinematic and sleeping bodies take precedence over the collider type when determining the color of the physics mesh, except for planes which are rendered black.

If an entity with a dynamic rigid body has very small kinetic energy for a certain period of time, our physics engine will assume that the body will not move in the future until acted on by an external force. These rigid bodies are excluded from the physics engine solver, improving both performance and stability. We refer to rigid bodies in this state as sleeping.

Entities are still selectable when physics visualization is enabled, unless you are in navigate mode. Any entities that have a graphics mesh but don’t have a physics collider will not be visible in this mode.