Download Download Support FPE

Physics and Colliders

Physics and Colliders
Rigid bodies, collision generation, and movement flags

Choose the Godot body type in Blender

  • The FPE Physics checkbox does not change an ordinary mesh into a physics body. Use Godot's standard glTF import suffixes in the Blender object name.
  • Add -rigid for a movable prop that should import as RigidBody3D. Use -col for visible static level geometry, or -convcol, -colonly, and -convcolonly for the corresponding collider variants.
  • After choosing the body type, enable FPE Physics to author mass, friction, bounciness, and continuous collision detection in Blender.
  • Characters use the advanced rigid body base to support jump forgiveness, run toggles, and dampening.
  • Player controls gate physics input when global deactivation flags are set (used during cutscenes or menus).

Collision shapes

  • Godot's glTF importer generates the body/collider requested by the name suffix. ShapeGuesser supplies simple shapes for FPE features such as triggers and hold zones.
  • Holdable objects keep their rigid body properties; gravity scales and damping are saved/restored when picked up.

See Godot's official node-type suffix reference.

Gravity and movement

  • Scene-level gravity overrides affect all rigid bodies. Characters read the global default gravity when applying forces.
  • Player turn speed, mouse sensitivity, and camera pitch clamping are configurable in Blender and applied at runtime.