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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:

  1. Give the crate a Dynamic body (Inspector ▸ Physics).
  2. In its flow: On Impact → Particles (trigger input, emission burst, preset Sparks), and On Impact → Counter if you want to count landings.
  3. 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.