Before starting this tutorial, read:
- Working with Data — Groups, Resource Types, and Prototypes
- Working with MegaWorld Window — how to navigate the window
Step 1 — Open the MegaWorld Window and select Physics Effects
Press Alt + Z to open the MegaWorld Window. In the Tools Panel, click the + button and choose PhysX Painter → Physics Effects.Step 2 — Set up your Group with the objects you want to affect
In the Selection Panel, click Add Group. Add Unity/GameObject resources and add the Prefabs that match the objects already placed in your scene.Physics Effects only affects objects whose prototype is currently selected in the active group. Objects in the scene that do not match any selected prototype are ignored.
Step 3 — Select and configure an effect
In the Settings Panel, you will see the effect stack. Each effect type is listed — click one to select it as the active effect. Configure the shared settings for the selected effect:- Position Offset Y — the vertical offset of the effect center above the surface hit point. Controls where the overlap sphere is centered. Range: –20 to 20. Default:
0. - Size — the diameter of the sphere used to find affected objects. Default:
10.
- Explosion — set Force (0–500, default
50) to control the strength of the radial blast. - Black Hole — set Force (0–500, default
50) to control how strongly objects are pulled toward the center. - Fly Up — set Force (0–200, default
30) to control how strongly objects are pushed upward. - Simple Force — set Angle (0–360, default
0) to aim the force direction in the XZ plane, and Force (0–500, default1) for the magnitude.
Step 4 — Apply the effect in the scene view
Move your cursor into the Scene View. A colored sphere shows the active effect area. Click or drag to apply the effect — all matching GameObjects within the sphere receive the force immediately.- Explosion sphere is red
- Black Hole sphere is black
- Fly Up sphere is blue with an upward arrow
- Simple Force sphere is green with a direction line
Step 5 — Undo if needed
Press Ctrl + Z to undo. Each mouse release creates one undo record.What’s next
- Use Explode Physics to scatter new objects with an outward burst.
- Use Brush Physics to drop new objects onto the scene with physics settling.
- Read the full Physics Effects reference documentation.
