Physics & Collisions
Make objects fall, slide, collide, and interact with conveyors and actuators
Physics & Collisions
Physics lets objects in your scene behave realistically — boxes fall off conveyors, products collide with each other, and sensors detect when something passes through.
When Do You Need Physics?
- Products on conveyors — Boxes, bottles, or pallets that need to move along a belt
- Sensors — Detecting when a product enters a zone (e.g., photoelectric sensors)
- Actuators — Cylinders, pushers, or lifts that move objects
- Spawners — Creating products that drop onto a conveyor
If your scene is purely visual (no interaction between objects), you don't need physics.
Setting Up Physics on a Model
1. Select the mesh
In the Parameter Editor, find the Physics section (under Advanced). Click Mesh ID and select which part of your 3D model should have collision.
[IMAGE: Parameter editor showing Physics section with Mesh ID dropdown expanded]
2. Choose a collider shape
The collider determines how the physics engine "sees" your object:
| Shape | Best for | Performance |
|---|---|---|
| Cuboid | Boxes, crates, rectangular objects | Fastest |
| Ball | Round objects, spheres | Fast |
| Convex Hull | Simplified version of complex shapes | Medium |
| Trimesh | Exact mesh shape (use for conveyor surfaces) | Slowest |
[IMAGE: Side-by-side comparison of a model with different collider shapes visualized]
Tip: Use Cuboid or Ball for products that move. Use Trimesh only for static scenery like conveyor frames where exact shape matters.
3. Static vs Dynamic
- Dynamic (checkbox ON) — Object is affected by gravity and forces. Use for products, boxes, anything that should move freely.
- Static (checkbox OFF) — Object stays fixed in place. Use for conveyor frames, walls, floors, machine structures.
[IMAGE: Scene showing dynamic boxes falling onto a static conveyor belt]
4. Physics Material
Choose a material that matches your object:
| Material | Friction | Bounce | Use case |
|---|---|---|---|
| Steel | Low | Low | Metal parts, conveyors |
| Rubber | High | Medium | Belts, grippers |
| Wood | Medium | Low | Pallets, crates |
| Aluminum | Low | Low | Machine frames |
| Custom | You decide | You decide | Fine-tune any value |
Custom lets you set exact values for friction, bounce (restitution), density, and damping.
How Physics Works with Your PLC Program
Conveyors move products
When you configure an output node as a Conveyor, the physics engine applies surface velocity to any dynamic object touching the conveyor mesh. Your PLC program controls the speed:
// In your PLC program
ConveyorSpeed := 500.0; // mm/sProducts on the conveyor move at the speed your program sets.
[IMAGE: Conveyor with arrows showing product movement direction and speed value in parameter editor]
Sensors detect products
Input nodes configured as Detection Zones use physics to detect when a dynamic object enters the zone. The sensor's Active output becomes TRUE:
// In your PLC program
IF PhotoSensor.Active THEN
// Product detected — stop conveyor, activate pusher, etc.
END_IF[IMAGE: Photoelectric sensor with detection zone highlighted, showing a product entering the zone]
Actuators push and lift
Output nodes configured as Actuators control mesh movement. The physics engine moves the mesh and any objects touching it:
- Translational — Pushes objects along a straight line (cylinders, pushers)
- Rotational — Rotates objects around an axis (turntables, gates)
[IMAGE: Cylinder actuator pushing a box from one conveyor to another]
Geometry Information
Each physics mesh shows its bounding box dimensions and center position in the Advanced section:
- Width / Height / Depth — Bounding box size in mm
- Position X / Y / Z — Center position relative to the model origin
These values are read-only — they're computed automatically from the mesh.
Performance Tips
| Tip | Why |
|---|---|
| Use simple collider shapes (Cuboid, Ball) for moving objects | Faster collision calculations |
| Limit dynamic objects to ~50 in a scene | Each one is calculated every frame |
| Use Trimesh only for static scenery | Trimesh on dynamic objects is very slow |
| Reduce the number of spawned products | More products = more physics calculations |
[IMAGE: Performance panel showing physics stats with good vs poor performance comparison]