Dynamic objects and particle effects for web AR
Make AR scenes react: objects that fall, bounce, and get thrown or pushed by a tap or swipe, plus snow, rain, sparkles, and fire—authored in the editor, no code required.
Physics by naming. Rename any primitive or imported glTF/GLB/FBX with the prefix DYN_ to make it a rigid body, or COL_ to make it an invisible static collider (a floor, table, or wall). Dynamic objects also land on Splat Collision meshes and an optional ground plane. Test it in Scene Settings → Physics with Simulate, Throw, and Reset, and tune gravity, bounce, friction, and throw speed. Objects reset to their authored pose before every save and export.
Per-object feel and animated colliders. In Model Info → Physics, give each DYN_ object its own Body shape (Sphere for balls that roll smoothly), Mass, Bounce, Friction, and drag. Turn on Skinned collider for an animated character so thrown objects bounce off the moving body, or let a COL_ object Follow bone (a bat, shield, or hand). A Physics hit row plays a clip, sound, or movie when an object hits—throw a ball and the character reacts.
Particles. Add Particles creates an emitter from presets—Snow, Rain, Falling leaves, Sparkles, Dust, Confetti, Fire, Smoke, Magic trail, and Burst. Adjust emission, shape, gravity, wind, turbulence, sway, colors, and size; use billboard, tumbling-card, or velocity-streak sprites, or load up to four of your own card textures. Particles can bounce off or die on collision meshes and are occluded correctly by splats in AR.
Driven by gestures. Every AR gesture row can Drop, Throw a copy (follows the swipe, optional Speed from swipe and Lifetime), push in the Swipe direction, Push the tapped object, or Reset—and burst, play, or stop particle emitters at the same time. Physics and particles run in Preview 3D, the exported AR zip, and HTML zip (mouse click, drag, and W/A/S/D stand in for touch). Full guide: Help → Dynamic & Particle.