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docs: collider shapes (sphere/capsule/cylinder), oriented colliders, dynamic-by-default primitives
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‎docs/physics.md‎

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@@ -18,12 +18,15 @@ Select an object and open its **Physics** section in the Inspector:
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| **Mass** (Dynamic only) | 0.1 – 100 | 1 |
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| **Bounciness** | 0 – 1 | 0.3 |
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| **Friction** | 0 – 2 | 0.5 |
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| **Collider** | Box · Convex hull | Box |
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| **Collider** | Box · Sphere · Capsule · Cylinder · Convex hull | Box |
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- **Auto (scenery)** objects act as static obstacles the simulation can land on.
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- **Dynamic** objects fall and collide.
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- **Static** never moves.
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- **Convex hull** wraps the mesh more tightly than a box (useful for ramps and irregular shapes); very dense meshes fall back to a box automatically.
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- **Collider shapes** fit the object's own extents and **follow its rotation** — a tilted box collides as a tilted box, a rotated ramp is really a ramp. Pick **Sphere** for balls (they roll), **Capsule**/**Cylinder** for posts and characters, **Convex hull** for irregular shapes (very dense meshes fall back to a box automatically).
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!!! tip "Primitives are ready to play"
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Newly added primitives (cube, sphere, stairs…) come with a **Dynamic** body (mass 1) out of the box — add a few, press <kbd>P</kbd>, and they fall, stack and throw immediately. Building scenery instead? Set **Body** back to *Auto* or *Static* in the Inspector. Terrain always spawns as scenery.
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### With Mass / Bounciness / Friction nodes
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