
16. Set Physics Type for the Collision Box
- 3D View >> Select Collision Box
- Properties menu >> Physics button >> Physics tab
- Physics Type: Rigid Body
- Actor checkbox: Enabled
- No Sleeping checkbox: Enabled
- Attributes >> Mass: 200
Note:
- Rigid Body: Moves and rotates
- Static: Doesn't move
- Dynamic: Moves but doesn't rotate
- No Collision: No collision with other game objects
Note:
- Actor enabled: Acts on and reacts with other game objects
- No Sleeping checkbox enabled: Physics for this game object are never disabled.
- No Sleeping checkbox disabled: Physics for this game object are disabled after a certain amount of inactivity.


17. Set Collision Bounds
- Properties menu >> Physics button >> Physics tab
- Collision Bounds checkbox enabled
- Bounds: Convex Hull
- Margin: 0.02
Note:
- Bounds: The method the game engine uses to calculate collisions.
- Box: Uses a simple box to calculate collisions.
- Triangle Mesh: Breaks every polygon of the mesh into triangles. Uses the triangles to calculate collisions.
- Convex Hull: Creates the smallest number of flat surfaces to cover the mesh. Uses the created flat surfaces to calculate collisions.
Note:
- Margin: The minimum allowed gap between game objects


18. Connect Logic Bricks
- Always Sensor >> And Controller >> Replace Mesh Actuator
Note:
- To connect logic bricks, pull the 'wire' from a logic brick output to a logic brick input.


19. Start game engine
- Info menu >> Game >> Start Game Engine
Download Finished blend:
