# Missing Physics type?

**URL:** <https://forum.8thwall.com/t/missing-physics-type/6740>\
**Category:** Technical Support\
**Tags:** studio\
**Created:** [June 1, 2025, 10:12am UTC](https://forum.8thwall.com/t/missing-physics-type/6740 "2025-06-01T10:12:12Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![mihir\_m](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.8thwall.com/mihir_m/32/131_2.png) [@mihir\_m](https://forum.8thwall.com/u/mihir_m)\
**Post date:** [June 1, 2025, 10:12am UTC](https://forum.8thwall.com/t/missing-physics-type/6740/1 "2025-06-01T10:12:12Z")

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I want to set the type of the collider to static or dynamic.

> **[Physics | 8th Wall](https://www.8thwall.com/docs/studio/guides/physics/)**
>
> Studio has a built-in physics system intended for handling robust and dynamic interactions in your scene.

The guide has no reference to setting the type of the collider. An attribute type: “static” would be helpful.

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**Author:** ![GeorgeButler](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.8thwall.com/georgebutler/32/1903_2.png) [@GeorgeButler](https://forum.8thwall.com/u/GeorgeButler)\
**Post date:** [June 2, 2025, 4:00pm UTC](https://forum.8thwall.com/t/missing-physics-type/6740/2 "2025-06-02T16:00:29Z")

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I agree this is a bit confusing. If you want the collider to be static all you have to do is set the `mass` to 0.

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**Author:** ![system](https://us1.discourse-cdn.com/flex019/uploads/x8thwall/original/2X/9/9212a857458f1b03a6accb129e0f8cbea408e3e5.png) [@system](https://forum.8thwall.com/u/system)\
**Post date:** [June 6, 2025, 4:01pm UTC](https://forum.8thwall.com/t/missing-physics-type/6740/3 "2025-06-06T16:01:13Z")

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