New to Physics Effects? Follow the step-by-step Physics Effects — Getting Started tutorial first.
Supported resource types
Physics Effects supports:How it works
- You click or drag in the scene view. The tool fires a ray downward to find the surface point.
- The active effect runs
Physics.OverlapSpherecentered at the surface point offset by the effect’s Position Offset Y, using a radius ofSize / 2. - For each collider found in the overlap, the tool gets the prefab root GameObject and checks whether it belongs to a selected prototype.
- If the object is within range and its prototype is selected, the tool retrieves or creates a
SimulatedBodyfor it and calls the effect’sApplyEffectmethod on its rigidbody. - After processing all overlapping objects, the physics simulator is set to GlobalTimeDisablePhysicsMode (non-acceleration mode) so the objects simulate for a shared global time limit.
Tool-level settings
Physics Effects Tool Settings
- Spacing — minimum cursor travel distance before the effect fires again while dragging. Default:
5. Minimum:0.5. - Effect stack — a list of effects. You select one effect at a time as the active one. The tool runs only the selected effect on each interaction.
Available effects
Each effect has two shared settings drawn by the base editor, plus its own specific settings: Shared settings (all effects):- Position Offset Y — vertical offset of the effect center above the surface hit point. Range: –20 to 20. Default:
0. This shifts where the overlap sphere is centered. - Size — diameter of the overlap sphere used to find affected objects. Range: 0 to 100. Default:
10.
Explosion
AppliesRigidbody.AddExplosionForce from the effect center point. Objects within range are pushed outward in all directions, with upward lift (Unity’s built-in explosion uplift factor of 4.0 is used).
- Force — explosion force magnitude. Range: 0 to 500. Default:
50.
Black Hole
Applies a directional force pulling each affected object toward the effect center. Force is applied proportional to distance (closer objects receive proportionally more pull).- Force — pull force magnitude. Range: 0 to 500. Default:
50.
Fly Up
Applies a straight upward force (Vector3.up) to each affected object.
- Force — upward force magnitude. Range: 0 to 200. Default:
30.
Simple Force
Applies a horizontal force in a direction controlled by a compass angle. The force direction is computed from the angle in the XZ plane (angle 0 points along +Z, angle 90 points along +X).- Angle — direction of the force in degrees, measured in the XZ plane. Range: 0 to 360. Default:
0. - Force — force magnitude. Range: 0 to 500. Default:
1.
When to use Physics Effects
Physics Effects is best when you want to:- move, push, lift, or attract GameObjects that are already placed in the scene;
- experiment with physics forces on existing objects without resetting their placement;
- create interactive physics effects for environment dressing or testing.
Notes
- The tool belongs to the PhysX Painter family.
- Only Unity/GameObject prototypes are supported — Terrain Objects are not affected.
- The tool only affects objects whose prototype is currently selected in the active group.
- This tool uses GlobalTimeDisablePhysicsMode (not per-object time), which means all affected objects simulate together for a shared duration after each interaction.
- The effect runs on the selected effect only — all other effects in the stack are ignored.
