Working With Geometry Properties
Game engine specific data can be applied through the Geometry Properties view. Click the magnifying glass icon in the PlayUp Toolbar to access the Geometry Properties window. In the Geometry Properties window, there are 3 tabs with different functionality:
Physics:
You can apply game engine specific data about the physical properties of a group or component. How this data is treated will depend on which engine you are exporting to.
Below is a table showing how each option maps to a given game engine:
SETTING
CRYENGINE
UNITY
UNREAL
LUMBERYARD
Physical Abilities
Static
GeomEntity
(in Layer)
If there is a MeshCollider without a Trigger Flag, a Rigidbody is added with
Kinematic Flagged
Static (Transform Mobility), WorldStatic (Collision Object Type)
GeomEntity
(in Layer)
Dynamic
Entity (in Layer)
Rigidbody Added without
Kinematic Flagged
Movable (Transform Mobility), WorldDynamic (Collision Object Type), Simulate Physics
Entity (in Layer)
Collision
Default
See setting in CryENGINE 3 tab under
PlayUp Preferences
No MeshCollider Added
Collision Enabled (Query and Physics)
See setting in Lumberyard tab under
PlayUp Preferences
On
physDefault
(in Mesh)
Convex MeshCollider Added
Collision Enabled (Query and Physics)
physDefault
(in Mesh)
Off
physNone
(in Mesh)
No MeshCollider Added
If Dynamic, Query Only (No Physics Collision), otherwise NoCollision
physNone
(in Mesh)
Proxy
physProxyNoDraw
(in Mesh)
Convex MeshCollider Added with Trigger Flag, Renderer Disabled
Query Only (No Physics Collision), Visibility off
physProxyNoDraw
(in Mesh)
NoCollide
(
Trigger)
physNoCollide
(in Mesh)
Convex MeshCollider Added with Trigger Flag
Query Only (No Physics Collision)
physNoCollide
(in Mesh)
Obstruct
physObstruct
(in Mesh)
Not Supported
Not Supported
physObstruct
(in Mesh)
Level of Detail:
Setting a group or component as an LoD will allow the game engine to swap out your high poly model with a lower detail model. The higher the LoD number, the less polygons the group or component should have. You can set up to 6 lower poly models for a high poly model. Simply nest the LoD models into the highest detailed model's group or component and apply the LoD number designation.
Projections:
A tool to help optimize your tiled textures for game engine exports.