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
-rigidfor a movable prop that should import asRigidBody3D. Use-colfor visible static level geometry, or-convcol,-colonly, and-convcolonlyfor 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.
ShapeGuessersupplies 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.
Download