On Impact
Fires a pulse when a physics simulation lands the connected object on the ground or another object.
Output: event (wire into a Particles trigger, a Counter, or an Object Selector)
How it works
While a simulation runs, the peer stepping the physics detects each real contact — a falling crate hitting the floor, a thrown ball hitting a wall — and pulses this node for everyone (the trigger rides the same replicated stamp as On Click). Gentle settling and rolling are filtered out: the object must actually be falling, and each object has a short cooldown so bounces don't spam.
Parameters
| Parameter | Default | Meaning |
|---|---|---|
| minStrength | 1 | minimum impact speed (m/s, downward at contact) — raise it so only hard landings count |
Targeting
Like On Click, the node fires for the object it reaches in the graph: wire it into an Object Selector (directly or through other nodes), or drop it unwired inside an object's own flow to target that object.
Practical example
Sparks + a thud when a crate lands:
- Give the crate a Dynamic body (Inspector ▸ Physics).
- In its flow: On Impact → Particles (
triggerinput, emission burst, preset Sparks), and On Impact → Counter if you want to count landings. - Press P, lift the crate with the gizmo, drop it. Sparks on landing, for every peer.
Note
Simplest version, no flow editor at all: set a particle emitter's Emission to On impact in the Inspector — see Particle Effects.