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	<id>https://wiki.castle.xyz/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yongidev2</id>
	<title>Castle Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.castle.xyz/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yongidev2"/>
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	<updated>2026-05-27T00:24:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Motion&amp;diff=483</id>
		<title>Motion</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Motion&amp;diff=483"/>
		<updated>2022-07-07T06:09:20Z</updated>

		<summary type="html">&lt;p&gt;Yongidev2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Motion&amp;#039;&amp;#039;&amp;#039; is a [[Behavior]] that allows [[Actor|Actors]] to move through [[Card]] space.&lt;br /&gt;
&lt;br /&gt;
== Using Motion ==&lt;br /&gt;
To add motion to a [[Blueprint]], open the [[Inspector]] for that blueprint, navigate to the &amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039; tab, and change the &amp;#039;&amp;#039;&amp;#039;Motion&amp;#039;&amp;#039;&amp;#039; control to either &amp;#039;&amp;#039;&amp;#039;Fixed&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Dynamic&amp;#039;&amp;#039;&amp;#039;. If you aren&amp;#039;t sure which one you need, it&amp;#039;s usually better to pick &amp;#039;&amp;#039;&amp;#039;Dynamic&amp;#039;&amp;#039;&amp;#039;. See below for more details on the differences between fixed and dynamic motion.&lt;br /&gt;
&lt;br /&gt;
== Fixed vs. Dynamic motion ==&lt;br /&gt;
Actors with &amp;#039;&amp;#039;&amp;#039;Fixed Motion&amp;#039;&amp;#039;&amp;#039; move at a constant rate; their velocity can never be changed by outside forces like [[Collision|Collisions]]. This can be useful if, for example, you want a windmill which always rotates the same way, or a cloud which drifts across the screen.&lt;br /&gt;
&lt;br /&gt;
Actors with &amp;#039;&amp;#039;&amp;#039;Dynamic Motion&amp;#039;&amp;#039;&amp;#039; can change their velocity when they are acted on by external forces. This is usually what you want for any object where you expect it to have physics. In fact, dynamic motion is required to add interactive controls, such as [[Drag]], and to change the way actors move through space, such as making them [[Slow Down]].&lt;br /&gt;
&lt;br /&gt;
Internally, Castle uses [https://box2d.org/ Box2D], where fixed motion corresponds to a kinematic body and dynamic motion corresponds to a dynamic body.&lt;br /&gt;
&lt;br /&gt;
== Initial Motion Parameters ==&lt;br /&gt;
=== X Velocity ===&lt;br /&gt;
the initial velocity of the object in its X axis when it&amp;#039;s created&lt;br /&gt;
=== Y Velocity ===&lt;br /&gt;
the initial velocity of the object in its Y axis when it&amp;#039;s created&lt;br /&gt;
=== Rotational Velocity ===&lt;br /&gt;
the initial rotational velocity of the object when it&amp;#039;s created&lt;br /&gt;
=== Density ===&lt;br /&gt;
the mass of the object&lt;/div&gt;</summary>
		<author><name>Yongidev2</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Motion&amp;diff=482</id>
		<title>Motion</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Motion&amp;diff=482"/>
		<updated>2022-07-07T06:08:56Z</updated>

		<summary type="html">&lt;p&gt;Yongidev2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Motion&amp;#039;&amp;#039;&amp;#039; is a [[Behavior]] that allows [[Actor|Actors]] to move through [[Card]] space.&lt;br /&gt;
&lt;br /&gt;
== Using Motion ==&lt;br /&gt;
To add motion to a [[Blueprint]], open the [[Inspector]] for that blueprint, navigate to the &amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039; tab, and change the &amp;#039;&amp;#039;&amp;#039;Motion&amp;#039;&amp;#039;&amp;#039; control to either &amp;#039;&amp;#039;&amp;#039;Fixed&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Dynamic&amp;#039;&amp;#039;&amp;#039;. If you aren&amp;#039;t sure which one you need, it&amp;#039;s usually better to pick &amp;#039;&amp;#039;&amp;#039;Dynamic&amp;#039;&amp;#039;&amp;#039;. See below for more details on the differences between fixed and dynamic motion.&lt;br /&gt;
&lt;br /&gt;
== Fixed vs. Dynamic motion ==&lt;br /&gt;
Actors with &amp;#039;&amp;#039;&amp;#039;Fixed Motion&amp;#039;&amp;#039;&amp;#039; move at a constant rate; their velocity can never be changed by outside forces like [[Collision|Collisions]]. This can be useful if, for example, you want a windmill which always rotates the same way, or a cloud which drifts across the screen.&lt;br /&gt;
&lt;br /&gt;
Actors with &amp;#039;&amp;#039;&amp;#039;Dynamic Motion&amp;#039;&amp;#039;&amp;#039; can change their velocity when they are acted on by external forces. This is usually what you want for any object where you expect it to have physics. In fact, dynamic motion is required to add interactive controls, such as [[Drag]], and to change the way actors move through space, such as making them [[Slow Down]].&lt;br /&gt;
&lt;br /&gt;
Internally, Castle uses [https://box2d.org/ Box2D], where fixed motion corresponds to a kinematic body and dynamic motion corresponds to a dynamic body.&lt;br /&gt;
&lt;br /&gt;
== Initial Motion Parameters ==&lt;br /&gt;
=== X Velocity ===&lt;br /&gt;
the initial velocity of the object in its X axis when it&amp;#039;s created&lt;br /&gt;
=== Y Velocity ===&lt;br /&gt;
the initial velocity of the object in its Y axis when it&amp;#039;s created&lt;br /&gt;
=== Rotational Velocity ===&lt;br /&gt;
the initial rotational velocity of the object when it&amp;#039;s created&lt;br /&gt;
=== Density ===&lt;br /&gt;
the mass of the object&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;HTML MARKUP TEST &amp;lt;/h1&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yongidev2</name></author>
	</entry>
	<entry>
		<id>https://wiki.castle.xyz/wiki/index.php?title=Motion&amp;diff=481</id>
		<title>Motion</title>
		<link rel="alternate" type="text/html" href="https://wiki.castle.xyz/wiki/index.php?title=Motion&amp;diff=481"/>
		<updated>2022-07-07T06:05:57Z</updated>

		<summary type="html">&lt;p&gt;Yongidev2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Motion&amp;#039;&amp;#039;&amp;#039; is a [[Behavior]] that allows [[Actor|Actors]] to move through [[Card]] space.&lt;br /&gt;
&lt;br /&gt;
== Using Motion ==&lt;br /&gt;
To add motion to a [[Blueprint]], open the [[Inspector]] for that blueprint, navigate to the &amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039; tab, and change the &amp;#039;&amp;#039;&amp;#039;Motion&amp;#039;&amp;#039;&amp;#039; control to either &amp;#039;&amp;#039;&amp;#039;Fixed&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Dynamic&amp;#039;&amp;#039;&amp;#039;. If you aren&amp;#039;t sure which one you need, it&amp;#039;s usually better to pick &amp;#039;&amp;#039;&amp;#039;Dynamic&amp;#039;&amp;#039;&amp;#039;. See below for more details on the differences between fixed and dynamic motion.&lt;br /&gt;
&lt;br /&gt;
== Fixed vs. Dynamic motion ==&lt;br /&gt;
Actors with &amp;#039;&amp;#039;&amp;#039;Fixed Motion&amp;#039;&amp;#039;&amp;#039; move at a constant rate; their velocity can never be changed by outside forces like [[Collision|Collisions]]. This can be useful if, for example, you want a windmill which always rotates the same way, or a cloud which drifts across the screen.&lt;br /&gt;
&lt;br /&gt;
Actors with &amp;#039;&amp;#039;&amp;#039;Dynamic Motion&amp;#039;&amp;#039;&amp;#039; can change their velocity when they are acted on by external forces. This is usually what you want for any object where you expect it to have physics. In fact, dynamic motion is required to add interactive controls, such as [[Drag]], and to change the way actors move through space, such as making them [[Slow Down]].&lt;br /&gt;
&lt;br /&gt;
Internally, Castle uses [https://box2d.org/ Box2D], where fixed motion corresponds to a kinematic body and dynamic motion corresponds to a dynamic body.&lt;br /&gt;
&lt;br /&gt;
== Initial Motion Parameters ==&lt;br /&gt;
= X Velocity =&lt;br /&gt;
the initial velocity of the object in its X axis when it&amp;#039;s created&lt;br /&gt;
= Y Velocity =&lt;br /&gt;
the initial velocity of the object in its Y axis when it&amp;#039;s created&lt;br /&gt;
= Rotational Velocity =&lt;br /&gt;
the initial rotational velocity of the object when it&amp;#039;s created&lt;br /&gt;
= Density =&lt;br /&gt;
the mass of the object&lt;/div&gt;</summary>
		<author><name>Yongidev2</name></author>
	</entry>
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