On Rest
Fires a pulse when a physics body has finished moving — the counterpart to On Impact, which fires when it starts.
Output: event (wire into a Counter, Play Animation, Impulse, or an Object Selector)
How it works
While a simulation runs, the peer stepping the physics watches each dynamic body. When one has been still — under 0.05 m/s and 0.1 rad/s — for seconds, this node pulses once for everybody, on the same replicated stamp On Click uses. It re-arms as soon as the body moves again, so a crate that is knocked over fires again when it settles.
It deliberately does not use the physics engine's own "sleeping" flag: bodies never sleep in this app (a moving platform must be able to wake whatever is resting on it), so sleep would never fire.
Parameters
| Parameter | Default | Meaning |
|---|---|---|
| seconds | 0.5 | how long the body must stay still before it counts as settled |
| pulse | 0.3 | how long the output stays high |
Practical example
Score a landing. Count how many crates have come to rest on a pad:
- On Rest (unwired, inside the crate's own flow) → Counter.
- The counter's value is a number you can wire into a HUD readout, a Compare for a win condition, or a Play Animation.
A domino chain. On Rest → Impulse on the next object: each piece settles, then nudges its neighbour.
Cleanup. On Rest → Set Velocity with everything zeroed, to make sure a settled stack is really asleep before you score it.