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Terrain and world settings
Terrain is a solid physics surface with a material preset. World settings control the current scene's size, gravity, background, wind, and player edges.
Add terrain
Choose Terrain block or Diggable earth from Pieces, or add Terrain to an object with a solid Collider.
| Material | Gameplay feel |
|---|---|
| Earth | ordinary grip, no bounce |
| Stone | high grip, no bounce |
| Wood | medium grip, very small bounce |
| Ice | very low grip, so objects slide |
| Rubber | high grip and strong bounce |
The material writes fixed Collider friction and bounce values. Change the Collider's rotation or use a polygon to create slopes; Terrain does not force every surface to be a square block.
Make terrain diggable
- Select the Terrain object.
- Turn on Diggable by combat.
- Set its hit points.
- Give the player a Projectile weapon whose player-team projectile can reach it.
- Test damage and the opened route.
Diggable Terrain is a neutral authoritative target. The server owns every hit, remaining hit point, death event, and removal. A browser cannot claim that a block was dug. Terrain hit points are separate from Health and the two components cannot be combined.
Configure the world
Open World on the right:
- Width / Height define the buildable scene.
- Gravity accelerates physics bodies downward.
- Background is presentation only.
- Wind X / Y applies bounded acceleration to dynamic Rigidbody objects every fixed tick.
- World edges may stay open, keep players inside, wrap them to the opposite side, or return outside players to their checkpoint.
Wind does not move kinematic platforms. Use Motion for exact moving platforms and obstacles.
Tile brush or Terrain?
The quick tile brush is useful for many plain square solids. Use Terrain pieces when material, digging, slopes, or explicit per-block editing matter. This release removes complete Terrain objects; it does not carve arbitrary pixels from one object.
See Physics compatibility, Combat and enemies, and Object components.