> For the complete documentation index, see [llms.txt](https://pmc-docs.gitbook.io/pmc-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://pmc-docs.gitbook.io/pmc-docs/variables-and-settings/physics-tuning.md).

# Physics Tuning

This section controls <mark style="color:$warning;">how objects behave physically.</mark> Including <mark style="color:blue;">stabilization</mark>,\ <mark style="color:blue;">angular velocity</mark>, <mark style="color:blue;">sleep behavior</mark>, and <mark style="color:blue;">motion tuning</mark>.

These settings directly affect <mark style="color:$warning;">**movement feel**</mark>, <mark style="color:$warning;">**network stability**</mark>, and **overall&#x20;**<mark style="color:$warning;">**physics responsiveness**</mark>.

***

<figure><img src="/files/yMZzMD5W0Xzo6BRgHNBx" alt=""><figcaption></figcaption></figure>

### <mark style="color:blue;">Enable Physics Sleep</mark>

**Default:&#x20;**<mark style="color:$success;">**Enabled**</mark> <mark style="color:$warning;">**(Recommended)**</mark>

When enabled, objects enter a sleep state while idle (no velocity).\
In this state, physics simulation is temporarily disabled for that client.

#### <mark style="color:$warning;">Why this matters:</mark>

* Eliminates micro-jitter on stationary objects
* Prevents external pushing while idle
* Reduces unnecessary physics updates
* Improves network stability

Sleep mode is exited only when movement input is received. PMC then wakes the physics body and continues simulation.

<mark style="color:blue;">Sleep / wake state is fully network-synced</mark> - late joiners correctly receive the current sleep state.

<mark style="color:$success;">Recommended to keep enabled.</mark>\
\ <mark style="color:$warning;">**Note:**</mark>\
For Physics Sleep to work correctly, **Generate Wake Events** <mark style="color:$warning;">must be enabled</mark> on the Pawn’s <mark style="color:blue;">**Static Mesh**</mark> component.<br>

***

### <mark style="color:blue;">Enable Force Angular Stabilization</mark> <mark style="color:$warning;">(Beta)</mark>

**Default:&#x20;**<mark style="color:red;">**Disabled**</mark>

Bypasses PMC’s custom angular velocity layer and <mark style="color:$warning;">disables rolling entirely.</mark>

Objects will <mark style="color:$warning;">no longer spin or roll</mark>, regardless of movement.

<mark style="color:$warning;">Designed mainly for:</mark>

* Ice-like surfaces
* Sliding-style gameplay
* Objects that should glide instead of roll

This setting is useful for creating <mark style="color:$warning;">“slippery”</mark> environments or special movement behaviors.

***

### <mark style="color:blue;">Override Directional Spin Multiplier</mark>&#x20;

**Default:&#x20;**<mark style="color:red;">**Disabled**</mark>

Forces all props to use PMC’s global **Directional Spin Multiplier** value.

When <mark style="color:$success;">enabled</mark>, any per-prop spin multiplier values set by <mark style="color:blue;">PHI</mark> are <mark style="color:red;">ignored</mark>, ensuring consistent spin behavior across every prop.

<mark style="color:$warning;">This is useful when you want:</mark>

* Unified spin behavior for all props
* Easier balancing and testing without per-prop overrides

<mark style="color:red;">Ignored</mark> when [<mark style="color:blue;">**Enable**</mark> <mark style="color:blue;">**Force Angular Stabilization**</mark>](#enable-force-angular-stabilization-beta) is enabled.

***

### <mark style="color:blue;">Fixed Physics Update Step</mark>

**Default:&#x20;**<mark style="color:$success;">**60**</mark> <mark style="color:$warning;">**(Recommended)**</mark>

Controls how often PMC’s internal physics logic runs per second.

<mark style="color:$warning;">This affects:</mark>

* Ground checks
* Custom angular velocity
* Velocity clamping

A value of **60 provides stable results** and is <mark style="color:$warning;">not recommended to change unless you know exactly what you’re doing.</mark>

***

### <mark style="color:blue;">Auto Sleep Delay</mark>

**Default:&#x20;**<mark style="color:$success;">**0.9**</mark> <mark style="color:$warning;">**(Recommended)**</mark>

How long an object must remain idle before entering physics sleep.

<mark style="color:$warning;">Lower values</mark> = faster sleep\ <mark style="color:$warning;">Higher values</mark> = longer active simulation

***

### <mark style="color:blue;">Angular Velocity Ground Check Z Offset</mark>

**Default value:** <mark style="color:$success;">`5.0`</mark>\
\
Controls the downward <mark style="color:$warning;">**Z offset**</mark> applied to the <mark style="color:blue;">ground-check trace</mark> used for <mark style="color:$warning;">angular velocity generation.</mark>

This value is <mark style="color:blue;">**subtracted from the prop’s world Z position**</mark> when performing the ground check.

* <mark style="color:blue;">**Higher values**</mark> make the ground check more forgiving, allowing angular velocity to be generated even if the prop is slightly above the ground.
* <mark style="color:blue;">**Lower values**</mark> make the check stricter, so angular velocity is only generated when the prop is clearly grounded.

<mark style="color:$warning;">While the prop is airborne</mark>, the <mark style="color:blue;">**last valid grounded angular velocity**</mark> is preserved and reused until ground contact is detected again.

***

### <mark style="color:blue;">Stabilization Strength</mark>

**Default:&#x20;**<mark style="color:$success;">**10**</mark> <mark style="color:$warning;">**(Recommended)**</mark>

Controls how strongly the object tries to remain upright.

<mark style="color:$warning;">Higher values:</mark>

* More vertical stability
* Less tipping

<mark style="color:$warning;">Lower values:</mark>

* More physical wobble
* Freer rotation

***

### <mark style="color:blue;">Directional Spin Multiplier</mark>

**Default:&#x20;**<mark style="color:$success;">**0.65**</mark> <mark style="color:$warning;">**(Recommended)**</mark>

Controls how fast the object spins while moving.

<mark style="color:$warning;">Lower values:</mark>

* Slower rotation
* <mark style="color:$success;">Better for low-gravity or floaty environments</mark>

<mark style="color:$warning;">Typical low-gravity range:</mark> **0.25 – 0.35**

***

### <mark style="color:blue;">Angular Damping</mark>

**Default:&#x20;**<mark style="color:$success;">**4**</mark> <mark style="color:$warning;">**(Recommended)**</mark>

Direct access to the physics engine’s angular damping.

***

### <mark style="color:blue;">Air Angular Damping</mark>

**Default:&#x20;**<mark style="color:$success;">**2.5**</mark> <mark style="color:$warning;">**(Recommended)**</mark>

Controls how much rotational speed is reduced while airborne.

Provides a more natural feel by slowing rotation in mid-air.

<mark style="color:$warning;">Higher values</mark> = stronger air resistance\ <mark style="color:$warning;">Lower values</mark> = freer aerial rotation

***

### <mark style="color:blue;">Air Angular Velocity Linear Speed Threshold</mark>

**Default:&#x20;**<mark style="color:$success;">**25**</mark>

Minimum linear speed required before **Air Angular Damping** is applied.

Below this value, air angular damping is skipped.

***

### <mark style="color:$primary;">Angular Velocity Linear Speed Threshold</mark>

**Default:&#x20;**<mark style="color:$success;">**25**</mark>

Minimum linear speed required before PMC’s **Custom Directional Angular Velocity** becomes active.

This <mark style="color:$success;">prevents angular forces</mark> from being applied when movement speed is too low.
