Physics (Collision Detection)
Collision Detection has been added to enhance modular or spatial configuration experiences so that objects either cannot intersect or to warn the user that objects intersect.
![](https://community.threekit.com/~gitbook/image?url=https%3A%2F%2F2668731230-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252Fknvt0jlDBXmk91mWaWXB%252Fuploads%252FvgzGeor7saQPgA2G7B2n%252FPhysicsCollisionDetection_1.gif%3Falt%3Dmedia%26token%3D908cfbc5-456b-4114-887b-45ed814416ed&width=768&dpr=4&quality=100&sign=e4d21b62&sv=1)
To add Collision Detection to your modular or spatial configurators, you will need to add Collision to your Layout Containers and the individual objects you'd like collision physics to impact.
First, add the new Collision Settings operator to your Layout Container:
![](https://community.threekit.com/~gitbook/image?url=https%3A%2F%2F2668731230-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252Fknvt0jlDBXmk91mWaWXB%252Fuploads%252Fs2e7MookWQE21QpNAwMX%252FPhysicsCollisionDetection_2.png%3Falt%3Dmedia%26token%3D37fe39a7-175c-44e1-a7eb-0dca93e75095&width=768&dpr=4&quality=100&sign=19557ceb&sv=1)
There are two Collision Setting Modes.
Collision Detection - lets the user know that objects have collided through highlighting but does not prevent it.
Prevent Collision - prevents objects from intersecting
Note: you should lock the translation so that objects don't "jump" when they collide and stay fixed to the surface you've selected in your layout container.
Next, for each object the Layout Container is affecting that you'd like Collision physics to apply to, you'll need to add the new Physics Plug:
![](https://community.threekit.com/~gitbook/image?url=https%3A%2F%2F2668731230-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252Fknvt0jlDBXmk91mWaWXB%252Fuploads%252F9BOfIuQGrotDOjh0HUhO%252FPhysicsCollisionDetection_5.png%3Falt%3Dmedia%26token%3D73a8049d-b358-4b70-b1be-aa7e4e1f3175&width=768&dpr=4&quality=100&sign=42d19bd7&sv=1)
Then, you will need to add the Collider operator in the Physics section of the Properties panel:
![](https://community.threekit.com/~gitbook/image?url=https%3A%2F%2F2668731230-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252Fknvt0jlDBXmk91mWaWXB%252Fuploads%252FF0cE1DYSyAr4RFD5qTqo%252FPhysicsCollisionDetection_6.png%3Falt%3Dmedia%26token%3Ddb1dd561-de7b-4e5c-a855-8c00746296a7&width=768&dpr=4&quality=100&sign=9702e4a2&sv=1)
Finally, you can set the collision detection accuracy:
![](https://community.threekit.com/~gitbook/image?url=https%3A%2F%2F2668731230-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252Fknvt0jlDBXmk91mWaWXB%252Fuploads%252FzAYEKD4uRDmZNpWjhJ0h%252FPhysicsCollisionDetection_7.png%3Falt%3Dmedia%26token%3Da9bcfbc6-e7a7-4148-8383-54f708a92b1f&width=768&dpr=4&quality=100&sign=c5d01053&sv=1)
Bounding Box - the most performant setting but least conforming to non-rectangular shapes
Reduced Hull (Default) - approximates the shape of your object while remaining performant
Exact Hull - uses the exact shape of the object but can create performance issues for complex objects and scenes\
Note: to enable Collision Detection client side, you'll need to load the required, separate library:
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