Game Object PhysX Options

Option

Description

Allow

If enabled, the object will interact with other physical objects and the player. This does influence bullet interactions since they are governed by the Raycast option. The option is associated with static props, entities, and objects of many other types.

Allow on detach

If enabled, the object will interact with other physical objects after being detached. For example, a helmet worn by an NPC. It detaches after being hit and falls as per the physical mode. If the option was not enabled, it would instead detach and remain hanging in the air because it doesn't have physics attached to it. This option is only available for entities and other dynamic objects.

Kinematic

Used for animated objects that should have collision. This turns off the influence of gravity and other physical forces on the object while maintaining its collision. This means that a dynamic object begins to behave like a static one. This option is available only for entities and other dynamic objects.

Kinematic On Detach

When detached from the parent, the object becomes Kinematic.

Block breaking

Makes the object unbreakable i.e. when hit by bullets or taken damage, the object won't break even if its mesh makes it possible. When using this option, it also makes sense to increase the object's health. This option is only available for entities and other dynamic objects.

Raycast

Defines, if the player's and NPC's bullets interact with the object. This also influences AI lighting, i. e. if a ray casting object covers a light source, the player's luminosity when standing in front of the object decreases, even if the object does not cast shadows or is completely invisible (is a dummy). This option is available for static props, entities, and objects of many other types.


Raycast AI

Defines if the object is transparent for NPCs. If ON, the NPCs can't see through the object. In most cases, this option is better left ON for larger props. However, it should be turned OFF for NPC attachments, especially helmets and the like.

Very Slow CCD

More precise contact detection but very expensive performance-wise. Use sparingly or, better yet, not at all.


Destroy On Contact

Destroys the object when touched by another physical object. Only works, if death particles are on.


Skip Update

Animated bones do not update their physical shell if this box is checked. The physical shell remains in its original position.


Is Sub Scene Root

Necessary when physics interactions are calculated in reference not to the static world but to a moving object. For example, the Aurora train is moving through a level and the player drops a kettle inside of it. If the Aurora was a physical object and actually did move, in order for the kettle's physics to work correctly inside the traveling Aurora train this setting should have been ON for the kettle.

Semi Breakable

An object that can be destroyed part-by-part in the order of inheritance. The parent object can't be destroyed while it has at least one child. An example would be a statue with limbs that can be shot off separately. The option is only available for entities and other dynamic objects.

Jumpover Allowed

Allow the player to jump over an object using jumpover animations. This should only be used on objects of reasonable size. The option is available for static props, entities, and objects of many other types.

Ceiling Test Allowed

Includes the object in the list of objects to be checked for whether the player can stand up through the object from the crouched position.


Fixed Bones

Makes some bones of a breakable object unbreakable. The option is only available for entities and other dynamic objects.


Break Impulse Threshold

Minimal impulse capable of breaking the object. Only works with death particles. The option is only available for entities and other dynamic objects.


Collision Group

Defines the objects that the object in question can collide with. For example, if an object has ragdoll as its collision group, it will collide with a static object but won't collide with the player and other characters. For entities, the most popular value is base shell. For static objects, you can just leave it as default. More information on collision groups can be found here. This option is available for static props, entities, and objects of many other types.

Obstacle Collision Group

The restrictor has two modes of operations: trigger and obstacle, the former is responsible for the trigger collision group and the latter for the obstacle.


Obstacle

Blocks player movement.


Block AI Vision Only In Free

While in free state, the NPCs can't see through this restrictor.


Force Sliding

Changes the friction quotient so that the player can never gain true traction on this surface, then physics simulation takes over.

On horizontal surfaces, the player continues sliding in the direction he was moving before stepping on the surface. On a slope that is not too steep, the player will always slide down as soon as he stops trying to climb the slope. If the slope is steep enough, the player won't be able to climb it at all.

Active

Turns the trigger on or off.


Block AI Vision

The restrictor blocks the vision of AI entities.


Scene Type

This is needed for Is Sub Scene Root. Only available for entities and other dynamic objects.


Dynamic Mode

Controls, if the restrictor needs to be updated constantly. Used for movable restrictors.


Breaking Particles

Does not work. Use only death. This option was created for particles that are used when physical shells are split. Currently, this does not work and can also break other physical mechanics. This option is only available for entities and other dynamic objects.


Death Particles

Particles played when the object is destroyed (if, for example, the object is shot). This option is only available for entities and other dynamic objects.


Death Sound

The sound played when the object is destroyed (if, for example, the object is shot). This option is only available for entities and other dynamic objects.


Death Sound AI Type

Play a sound with AI types when destroyed.


Attach With Joint

This is only active, if the object is attached to another one using a joint, then it displays additional properties of the joint.







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