Real-time Physics

We added rigid body simulation directly into VRED to experience real-time Physics and bring virtual prototypes to life. Interact with objects naturally, simulate realistic collisions, gravity, and dynamics directly in your scene, and add a new dimension of interaction to your visualization workflow.

Rigid Body Simulation

Users can now experience real-time Physics simulations and bring virtual prototypes to life with real-time rigid body simulation directly in VRED. This powerful new feature lets you interact with objects naturally, simulating realistic collisions, gravity, and dynamics directly in your scene and adds a new dimension of interaction to your visualization workflow.

Physics Editor

The new Physics Editor is available in the VRED main menu under Scene. Like other modules, it allows you to add and organize objects directly from the Scenegraph. On the right, the familiar object properties panel provides detailed controls. The module menu bar and context menu offer tools and visualization options for setting up colliders and physics actors. The menu bar also includes Play, Pause, and Stop controls, making it easy to start, pause, or reset the simulation.

PhysX Editor

Physics Actors

VRED supports three types of physics objects, each with its own behavior and configuration options. In the Tree View, color coding corresponds to the wireframe color of the collision geometry shown in the Viewport and can be customized in Preferences.

Physical Actors

Assigning Collision Types

To set up physics for an object, drag the object or group from the Scenegraph into the Physics Editor Tree View. Then, assign the appropriate Collision Type in the Properties panel on the right.

You can also create physics objects directly from the Scenegraph using your mouse:

Set Collision Shapes

Depending on the actor type, different collision shapes can be selected from the Collider Shape drop-down list in the Collider Configuration panel, including:

Note:The generated collision hulls can be visualized as needed. Use the Toggle Collider Visibility icon Toggle Collider Visibility On/Off icon in the menu bar to show or hide them.

Scene Settings

The Physics Editor always includes a default node with a globe icon called Scene Settings. This node lets you control global simulation parameters, including turning gravity on and off with Enable Gravity, setting the Gravity Vector, adjusting the Time Multiplier, and enabling CCD (Continuous Collision Detection) to prevent fast‑moving objects from passing through thin or small geometry.

Scene Settings

Center of Mass Visualization

The Physics Editor allows you to visualize the center of mass by using a small cross for selected objects, in addition to the collider visualization. This supports manual adjustment when the center of mass is not aligned with the collider center. To adjust it, disable Auto-Calculate Center of Mass to enable the controls.

Running the Simulation

After your scene is set up, with all objects assigned the appropriate colliders and properties, you can start the simulation using the Play button in the module bar. Use Pause to temporarily halt the simulation, or Stop to end it. When the simulation is stopped, all objects reset to their original pre‑simulation positions.

Play, Pause, Stop

Using Edit > Remove Simulation And Keep Transformation from the context menu, you can capture the current simulation state while the simulation is running or paused. This command removes the selected actors from the Physics Editor and applies their current transformation to the objects. It is especially useful for baking simulation results into assets that no longer need to participate in physics simulations.

Remove Simulation And Keep Transformation

Moving Dynamic Actors

To move dynamic actors during an active physics simulation, hold Shift + Alt and LMB to select and drag the object. Release LMB to release the object.

To move the object along the depth axis, hold Shift + Alt + A, then move the mouse toward or away from you.

Visualizing Simulations in the Viewport

Rubber Band

When moving physics‑enabled objects in the viewport, a Rubber Band visualization appears between the object’s original position and the mouse cursor. This visual represents a temporary constraint force applied during manipulation, providing clear feedback while dragging. By applying compliant forces instead of teleporting objects—that is, instantly moving them to a new position without simulating the physical forces or motion in between, the interaction maintains physics stability and results in natural, predictable movement during adjustments.

Note: Under Preferences > Physics, you’ll find several options to adjust the behavior and the applied constraint forces of the rubber-band interaction.

Object & Mouse Cross Visualization

Depth perception on a 2D display can be difficult. To improve spatial awareness while positioning objects, enable Object Cross and Mouse Cross in the module menu bar for additional visual guidance.

Collision Highlighting & Collision Point Visualization

For detailed insight into collision behavior, enable Collision Highlighting and Contact Point Visualization in the module menu bar. These tools show exactly when and where contacts occur. You can also control the maximum number of displayed contact points and their size in Preferences.

learnMore icon For more information see the following:

Physics Compatibility with Previous Versions

When a 2026 scene that uses Python‑based physics is opened in 2027, the Physics Editor recreates and displays the physics objects were originally created and driven by the script.

learnMore icon For more information see Opening a Script-Based Physics Scene with the Physics Editor.