Talk:Physics Entity Overview
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Just updated a couple of these descriptions for these reasons: phys_constraintsystem is not about performance, it's about stability of the interactions between constraints. phys_convert is only useful for converting an entity with some other behavior. For totally static stuff that you want to be physical later, you should use prop_physics or func_physbox with motion disabled, then trigger an EnableMotion input to make them physical. Also the previous description referred to prop_static which is not a real entity (it's equivalent to world geometry) and cannot be acted upon by any entity I/O so phys_convert cannot target one of those.