Optionalshape'mesh' builds a static triangle collider from a sibling GltfModel's geometry.
OptionalhalfBox half-extents.
OptionalradiusRadius (sphere / capsule / cylinder).
OptionalhalfCapsule / cylinder half-height (the cylindrical section, local Y axis).
OptionalmotionOptionalfrictionOptionalrestitutionOptionalgravityOptionalmassOverride mass (kg). 0/omitted → derived from shape volume × density.
OptionallayerOptionalmaskOptionaldouble'mesh' only: build the triangle collider double-sided (collides on both
faces, like Godot trimesh). Use for ported level geometry to avoid
fall-through where triangles are wound away from the player.
A
RigidBodyphysics component (seetaos/physics).shape+ its dimensions pick the collider;motionis static / dynamic / kinematic.layer/maskareCollisionLayerbit flags. Requires the host to have importedtaos/physics.