# Triggers (detecting collisions) and physics  settings

**URL:** https://forum.castle-engine.io/t/triggers-detecting-collisions-and-physics-settings/101
**Category:** News
**Created:** [November 2, 2019, 12:39pm UTC](https://forum.castle-engine.io/t/triggers-detecting-collisions-and-physics-settings/101 "2019-11-02T12:39:01Z")
**Posts on this page:** 1
**Page:** 1

<div class="post-metadata">

### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [November 2, 2019, 12:39pm UTC](https://forum.castle-engine.io/t/triggers-detecting-collisions-and-physics-settings/101/1 "2019-11-02T12:39:01Z")

</div>

| [![Collision trigger](https://castle-engine.io/wp/wp-content/uploads/2019/11/trigger-200x157.png)](https://castle-engine.io/wp/wp-content/uploads/2019/11/trigger.png "Collision trigger") |

Thanks to _Andrzej Kilijański_ and [our physics engine Kraft](https://castle-engine.io/manual_physics.php), we add two features to our physics support:

1. We now support _triggers_. A trigger is a rigid body through which other objects “pass through”, but it still reports a collision. This is useful to observe when something passes through something else. 

2. You can adjust physics properties by adjusting `SceneManager.PhysicsProperties.Xxx`. See the [TPhysicsProperties](https://castle-engine.io/apidoc-unstable/html/CastleTransform.TPhysicsProperties.html) docs.
