Choose a starting profile#
The Creator copies a selected profile's values onto the body. Runtime edits to that body do not edit the shared profile asset. Duplicate a profile when you want a reusable custom preset.
| Profile | Starting character |
|---|---|
| Jelly | Elastic wobble, impact squash and shape recovery. |
| Jelly Mobile | A Jelly starting point with 12 physical nodes. |
| Jelly High Quality | A smoother physical outline with 32 nodes. |
| Water-like | Loose response with recovery disabled; still a deformable solid approximation. |
| Rubber / Bounce | Firmer recovery or stronger contact rebound. |
| Wobble / Soft / Hard | Longer oscillation, balanced response or tighter shape return. |
A reusable profile asset from the supplied UI captures. Values shown here are examples.
The supplied Create menu also exposes Create → ERAGANX → Softbody 2D → Profile for creating a profile asset.
Tune the feel#
| Setting | What changes |
|---|---|
| Softness | Reduces spring and recovery frequencies for a looser response. |
| Bounce | Controls contact restitution. |
| Wobble and Damping | Set how much oscillation remains and how quickly it settles. |
| Stretch and Squish | Adjust neighboring-node separation and perimeter response. |
| Shape Recovery | Pulls the outline toward the authored shape; disable it for freer deformation. |
| Node count | Adds physical outline detail and increases simulation cost. |
| Visual Smoothness | Adds interpolated mesh vertices between physical nodes without adding physics detail. |
Change a small number of settings, test an impact or drag, and compare the result with the original profile. Read impact behavior before tuning the legacy Impact controls.
Separate appearance from physics detail#
Compare the guide's 12-node Mobile, 20-node Balanced and 32-node High Quality starting points on your target device. More visual interpolation can smooth the rendered edge, but it cannot improve the physical collision outline between nodes.
Each physical node adds a Rigidbody2D, collider and spring, bending and distance constraints. Contacts, active bodies and temporary drag joints add further cost. Quality labels describe starting configurations, not measured frame-rate guarantees.
Rendering reference#
The supplied material capture shows the package's sprite shader, texture and tint. It is a rendering reference, separate from the physics profile.
Keep the rendering resources from the complete package import. A material's visual settings do not replace the Sprite Physics Shape used to generate a body.