Gravity Zone
Adds gravitational physics to any GameObject in a world or on a prop. Gravity zones can be inward, outward, neutralize each other, and interact in unusual ways for novel mechanics. They also fit a wide variety of shapes, making them versatile tools.

Zone configuration
Section titled “Zone configuration”Basic settings for the size, orientation, and shape of the gravity zone.
Zone Shape
Section titled “Zone Shape”Dropdown that defines the shape of the gravity zone:
- Box

- Sphere

- Capsule (Cylinder uses the same settings)

- Cylinder
- Half Sphere
- Quarter Sphere
- Half Capsule
- Quarter Capsule
- Half Cylinder
- Quarter Cylinder
- Custom

Only the Custom shape has no center field. Half and quarter variants share their settings with the full shape.
Center
Section titled “Center”Displacement from the root position on the X, Y, and Z axes.
Size (Box)
Section titled “Size (Box)”Distance between faces along the X, Y, and Z axes. This is the distance between faces, not from the center.
Gravity Direction (Box)
Section titled “Gravity Direction (Box)”Axis that gravity “flows” along. “Toward Center” flows inward to the shape’s center evenly. At default scale, this is measured in meters.
- Direction X
- Direction Y
- Direction Z
- Toward Center
Radius (Sphere, Capsule, Cylinder)
Section titled “Radius (Sphere, Capsule, Cylinder)”Distance from center to edge for the spherical or circular component. In meters at default scale.
Height (Capsule, Cylinder)
Section titled “Height (Capsule, Cylinder)”Distance between the extremes of the shape. In capsules, tip-to-tip; in cylinders, face-to-face. Orientation is identical for half and quarter shapes. In meters at default scale.
General Configuration
Section titled “General Configuration”Defines specifics about the gravity zone such as intensity and how it interacts with players and objects.
Controls how this Gravity Zone interacts with other Gravity Zones.
- Override (default) Completely overrides lower-priority zones.
- Additive Combines this zone with any other zones that do not override it.
Priority
Section titled “Priority”Decides which Gravity Zones take priority when multiple absolute zones overlap. Higher values win. Default is 0.
Strict Collision
Section titled “Strict Collision”Uses a smaller collision box for influence detection. Useful for larger transitions between surfaces (for example, a quarter cylinder on a rounded floor-to-wall transition). Not ideal for most uses — the smaller collision shape is significantly smaller than a player. Leave this disabled unless influence is being applied when it should not be.
Method used to define the acceleration force of the zone.
- Absolute (default): Uses the strength value directly in m/s².
- Relative: Sets strength as a multiplier of the world’s gravity or overlapping zones’ gravity.
Strength
Section titled “Strength”Acceleration force applied to affected objects. Negative values invert the flow direction; useful for reversing axes or making repulsive forces.
Effected Objects
Section titled “Effected Objects”Checklist of objects affected by the Gravity Zone:
- Nothing
- Everything (includes objects and players)
- Objects (props and world physics items)
- Players
Player Gravity Alignment Mode
Section titled “Player Gravity Alignment Mode”How the zone reorients the player when they enter (unless set to disabled).
- Auto Aligns the player to the direction of gravity at a speed relative to the field’s strength. Default and recommended unless you have a specific reason otherwise.
- Disabled No player reorientation.
- Instantly Snaps the player to the direction of gravity immediately on influence.
- Custom
- Rotation Speed (Degrees/second): Rotation speed for the custom alignment.
Editor Gizmos
Section titled “Editor Gizmos”
Editor-only visualization options.
Draw Gizmos
Section titled “Draw Gizmos”Toggles the visualization on or off completely.
Gravity Visual Animation
Section titled “Gravity Visual Animation”Toggles the gravity “flow” visualization but keeps the border of the zone visible.
Opacity
Section titled “Opacity”Visualizer opacity from 0 (invisible) to 1 (solid). Default is 0.5.
Shape-to-collider mapping
Section titled “Shape-to-collider mapping”Half and quarter variants stack a shape collider plus a box collider that masks out the unwanted half or quarter. Each zone runs on a generated trigger child GameObject on layer 2.
| Zone Shape | Primary collider | Additional masking collider |
|---|---|---|
| Box | BoxCollider | — |
| Sphere | SphereCollider (radius = size.x) | — |
| HalfSphere / QuarterSphere | SphereCollider | BoxCollider cutting off the unused portion |
| Capsule | CapsuleCollider (radius = size.x, height = size.y) | — |
| HalfCapsule / QuarterCapsule | CapsuleCollider | BoxCollider |
| Cylinder | CapsuleCollider (height = size.y + 2 * size.x) | BoxCollider |
| HalfCylinder / QuarterCylinder | CapsuleCollider | BoxCollider |
| Custom | Convex MeshCollider from customZoneShapeMesh | — — the component destroys itself if the mesh is missing. |
Falloff and alignment
Section titled “Falloff and alignment”Strengthis clamped to ±10000 andStrengthdrives gravity acceleration in m/s² (Absolute type) or as a factor (Relative type).Gravity Falloffis a curve evaluated from 0 at the zone center to 1 at the bounds (game-side usage; the CCK stores the curve).Player Gravity Alignment ModeandPlayer Gravity Custom Alignment Valueare read by the game-side gravity system when a player is inside the zone.
Examples
Section titled “Examples”There are currently no examples. If you would like to add one, please contribute. Community contributions can be submitted to our Documentation GitHub.
Source
Section titled “Source”CVR-GameFiles/ABI.CCK.Components/GravityZone.cs