{my} Set axis resolution to {0}
Choose how overlaps are cleared. Minimum pushes along the single shortest direction (best for top-down). Separate clears the gravity axis before the cross axis, the stable land-then-touch-wall behaviour platformers expect.
{my} Set max floor slope to {0} degrees
Set the steepest surface, in degrees from flat, still counted as a floor (or ceiling) rather than a wall. Also limits how far a jump-thru can tilt and still catch a landing. Clamped to 0-90.
{my} Set jump-thru source to {0}
Choose where one-way platforms come from. None disables them. Jump-thru behavior uses every object with the built-in Jump-thru behavior. Custom uses the types added with Add jump-thru.
{my} Set max push per tick to {0} px
Set the maximum length of a single correction, in pixels. Set to 0 for no limit.
{my} Set movement style to {0}
Choose whether contacts are labelled. Top-down treats every surface the same; Side-scrolling classifies each contact against the Up direction into floor, wall or ceiling.
{my} Set obstacles to {0}
Choose which objects count as walls: Custom uses the types added with Add solid, Solids uses every object with the built-in Solid behavior.
{my} Set resolution mode to {0}
Set how the push-out correction is computed.
{my} Set skin width to {0} px
Set the gap kept between this object and solids after a push, in pixels.
{my} Set slide friction to {0}%
Set the fraction of along-surface speed lost per resolution, from 0 (frictionless) to 1 (full stop). Values are clamped to that range.
{my} Set sliding enabled to {0}
Set whether the object slides along solid surfaces instead of stopping at them.
{my} Set step distance to {0} px
Set the maximum distance moved per step, in pixels. Movement is broken into steps no larger than this. Set to 0 to disable stepping.
{my} Set up direction to {0}
Set which screen direction points away from gravity. Used in Side-scrolling style to tell a floor from a ceiling and to land objects on jump-thru platforms.