Creator Guide

Physics & Land Impact

Every object you place has a physics type that controls how it interacts with avatars and the world. A budget system keeps scenes running smoothly for everyone.

When you place an object, the system assigns it a physics type automatically based on the shape you chose. A wall blocks movement. A platform lets you walk on it. A decorative plant lets you pass right through. Most of the time, the defaults are exactly right.

When you need something different -- a crate that can be pushed, or a fence that blocks avatars but not the camera -- the Phys tab in the Build Panel gives you full control.

The Four Physics Types

Every object in poqpoq World falls into one of four physics categories. These are presented as visual cards in the Phys tab, each with a clear description of what it does.

Solid

Blocks movement and camera. Avatars cannot walk through it. The camera bumps off it instead of clipping inside.

Use for: walls, pillars, fences, furniture, boulders -- anything that should feel physically present in the world.

Moveable

Falls with gravity and can be pushed. Moveable objects respond to physical forces. They cost more Land Impact than static objects because the world has to track their position continuously.

Use for: barrels, crates, bouncing balls, loose debris -- anything a player should be able to interact with physically.

Walk-through

No collision at all. Avatars and camera pass right through it. The object is visible but has no physical presence.

Use for: decorations, particle effects, holograms, trigger zones, signage -- anything that should look present without blocking movement.

Floor

Avatars can walk on top of it. This is like Solid, but the object is also registered as a walking surface. Avatars standing on it will follow its height, just like standing on terrain.

Use for: platforms, ramps, bridges, elevated walkways, stairs -- any surface you want people to stand or walk on.

Smart Defaults

You usually do not need to set physics manually. When you place a shape, the system picks the most sensible physics type for you. Here is what each shape defaults to.

Shape Default Type Why
Box Solid Walls, pillars, furniture -- most common use
Sphere Solid Decorative orbs, boulders
Cylinder Solid Columns, posts, barrels
Plane Walk-through Signs, posters, thin decor -- too thin to block
Platform Floor Built for walking on
Ramp Floor Built for walking up
Stairs Floor Built for climbing
Wall Solid Walls should block
Room Solid An enclosed space with walls
Chair, Table Solid Furniture should feel present

You can always override the default by selecting a different type in the Phys tab after placing the object.

Camera Blocking

Solid objects block the camera by default, which means the camera will not clip through walls when you orbit around your avatar. This creates a more natural, immersive experience.

Floor objects (platforms, ramps) do not block the camera by default, since you often want the camera to follow the avatar over and under platforms without interference. You can toggle camera blocking on or off for any object in the Phys tab.

Land Impact

Land Impact (LI) is a budget system that keeps the world running smoothly. Every object you place has a Land Impact cost, and each creator has a maximum budget per world. This prevents any single builder from overloading a shared space with thousands of objects.

How Land Impact Is Calculated

An object's Land Impact depends on two things: its physics type and its size.

LI 1
Small Solid Box
A half-meter box with Solid physics. The baseline cost.
LI 1
Walk-through Decor
Walk-through objects cost less, so even small decor uses minimal budget.
LI 3
4x4 Platform
Floor objects cost a bit more because the world tracks them as walking surfaces. Larger size adds to the cost.
LI 3
Moveable Crate
Moveable objects cost the most because the physics system must simulate them every frame.
LI 18
Huge Moveable Crate
A 10-meter moveable box. Large + moveable = expensive. Consider making it Solid if it does not need to move.

The general rules of thumb are:

Walk-through objects are cheapest. Use them for anything decorative that does not need to block movement.

Solid objects are the standard cost. Most builds are primarily Solid objects and they are efficient.

Floor objects cost a bit more. The extra cost reflects the world tracking them as ground surfaces.

Moveable objects are the most expensive. Use them intentionally rather than making everything moveable.

Bigger objects cost more than smaller ones. A huge wall costs more than a small brick, regardless of physics type.

The Budget Bar

The budget bar at the bottom of the Build Panel shows your current Land Impact usage at all times. It tracks both your personal budget and the overall world budget.

Plenty of room

1,200 / 5,000 LI

Getting busy

3,250 / 5,000 LI

Nearly full

4,500 / 5,000 LI

If you try to place an object that would exceed your budget, the system will let you know and the object will not be created. You can free up budget by deleting objects you no longer need, or by switching expensive Moveable objects to cheaper Solid or Walk-through types.

Staying Efficient

Land Impact Tips

Advanced Collision

Behind the scenes, every physical object has two invisible properties that determine how it behaves: its density (how heavy it is for its size) and its collision shape (the simplified outline the physics engine uses to detect bumps and contacts).

Density and Mass

Objects in poqpoq World have a material density, just like real-world materials. A wooden crate is lighter than a stone block of the same size, and a metal beam is heavier than both. The system calculates mass automatically from the object's density and its volume -- so when you resize something, its mass changes to match.

This means physics feel natural without you having to think about it. A small wooden box gets nudged easily, while a large stone wall barely moves when pushed. When you choose a material preset in the Phys tab, density is set for you.

Material Feel Typical Use
Wood Light, moderate grip Crates, furniture, fences
Stone Heavy, high grip Walls, pillars, boulders
Metal Very heavy, smooth Beams, machinery, railings
Rubber Medium weight, very bouncy Balls, bumpers, tires
Ice Medium weight, extremely slippery Frozen surfaces, sliding puzzles
Glass Heavy, smooth, fragile feel Windows, display cases

The key insight: mass scales with size. A 1-meter wooden box is easy to push. A 10-meter wooden box is a hundred times heavier and barely budges. You do not need to set mass manually -- just pick a material and size your object.

Collision Shapes

When the physics engine checks whether two objects are touching, it does not use the object's full 3D model -- that would be far too slow. Instead, it uses a simplified collision shape that approximates the object's outline. There are three main types, each with different trade-offs.

Box

Fastest, roughest fit. The collision shape is a simple rectangular box that encloses the entire object. Very fast for the physics engine to calculate, but it includes empty space around irregular shapes.

Best for: simple furniture, walls, crates, platforms -- anything that is already roughly box-shaped.

Convex Hull

Good balance of speed and accuracy. The collision shape wraps tightly around the object's outer surface, like shrink-wrap around a package. It follows the object's silhouette much more closely than a box, but it cannot represent concave details like hollows or doorways.

Best for: most imported 3D models, sculptures, vehicles, organic shapes -- the default for imported GLB objects.

Triangle Mesh

Exact shape, most expensive. The collision shape matches the object's 3D model exactly, including concave areas like archways, room interiors, and winding staircases. This is the most accurate option but costs significantly more for the physics engine to process.

Best for: complex architectural pieces with walkable interiors, terrain-like objects, and detailed structures where avatars need to walk through arches or inside rooms. Only available for objects that do not move.

Choosing the Right Collision Shape