Solid and anchored
Solid objects participate in collision. Anchored objects remain fixed rather than moving as dynamic bodies. Choose settings that match the object: a floor should block movement; a pickup may need contact events without blocking the Player.
Runtime controls
An Entity's physics handle exposes velocity, mass, gravity scale, size, force, and impulse controls. See the Physics API.
Contact events
Use Events to react when another object touches yours. Check the touching object if the action should apply only to the Player.
Actor navigation [BETA]
An Actor can request engine-controlled navigation with navigate_to(). Completion and failure arrive through callbacks or events.
See Actor navigation. A path query alone does not make an Entity follow the path.