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Boing Reactor Field

A Boing Reactor Field is a 3D grid of reactors that Boing Effectors push. Rather than every object owning its own reactor, the field absorbs effector influence once, and many objects then read from the field via samplers or directly in shaders.

This is the right choice when you have a large number of objects (grass, props, vertices of a deforming mesh) that should all react to the same effectors across a bounded volume.

Inspector at a Glance

  • Hardware ModeCPU for use with sampler components; GPU for shader-based sampling.
  • Cell Move ModeFollow (cells move with the field — visually shifting field) or Wrap Around (cells stay in place — visually stationary field as it moves).
  • Cell Size, Cells X/Y/Z — grid resolution. Smaller cells = finer detail, more work.
  • Falloff Mode / Ratio / Dimensions — how field influence tapers near the boundary (None, Square, Circle), and which axes the falloff applies to.
  • Effectors — list of effectors that push this field.
  • Params / Shared Params — spring tuning, same as on a reactor.

Propagation

Enabling Propagation lets disturbances spread between neighboring cells over time, producing wave-like ripples instead of strictly local pushes.

  • Position / Rotation Propagation — per-channel propagation ratio (0–1).
  • Propagation Depth — cells per update step. Larger values propagate faster but cost more; prefer increasing cell size before depth.
  • Anchor Propagation At Border — fix the boundary cells in place.

Get comfortable with non-propagating fields first — propagation interacts subtly with cell size, depth, and spring decay.

See the API reference.