# Visualize and edit 2D Physics Core scenes

> Configure how Unity draws 2D physics objects in the Unity Editor or at runtime, and draw your own shapes.

To help you visualize 2D physics objects during development, Unity automatically draws the shapes you create with 2D Physics Core components in the Unity Editor. You can edit physics objects directly in the Editor view.

> **Note:**
>
> This documentation is about using Pose, Area, and Constraint components. To use 2D physics in the Unity Editor using components like the Rigidbody 2D component, refer to [2D physics](/engine/6000.7/manual/unity2d/2d-physics.md.md) instead.

> **Note:**
>
> Unity only draws 2D Physic Core shapes on platforms that support [compute shaders](/engine/6000.7/manual/materials-and-shaders/shaders/writing-custom/class-compute-shader/introduction.md).

## Edit an area

To edit an area, follow these steps:

1. Make sure the Tools overlay is visible in the **Scene** view. For more information, refer to [Default Scene view overlay reference](/engine/6000.7/manual/working-with-scenes/scenes-manage-gameobjects/overlays/reference/default.md).
2. Select the GameObject that has a Physics Area component.
3. In the Tools overlay, in the **Physics Core Tools** overlay, select **Edit Physics Area** (
   **Edit Physics Area geometry icon:**
   ![](/api/media?file=/engine/6000.7/media/images/2d-physics-api-debug-draw-edit-area-icon.png)).

Use the following to edit the geometry:

* To move the geometry, hold **Shift** (macOS: **Cmd**), then click and drag the circular handle in the center.
* To rotate the geometry, hold **Shift** (macOS: **Cmd**), then click and drag the handle on the angle line next to the center.
* To resize or stretch the geometry, click and drag the circular or rectangular handles on the edges.

For shapes with points, such as polygons, contours, and paths, use the following:

* To move a vertex, click and drag a square handle.
* To remove a vertex, hold **Shift** (macOS: **Cmd**), then click a red square handle.
* To add vertices, hold **Shift** (macOS: **Cmd**), then click a white square handle.
* To round the corners, click and drag the single circular handle on the edge of the shape.
* To change the winding order of a contour or path, use the winding control in the **Geometry** section of the Inspector.

You can't edit the shape of a sprite directly in the **Scene** view. For more information, refer to [Add physics to a sprite with 2D Physics Core](/engine/6000.7/manual/unity2d/2d-physics-api/create-objects/add-sprite.md).

Moving or rotating an area updates the **Transformation** properties of the Physics Area component. The geometry itself doesn't change. To update the geometry instead, use the **Geometry Editing** properties in **Preferences**. For more information, refer to [2D preferences tab reference](/engine/6000.7/manual/unity-editor/editor-settings-reference/preferences/2d.md).

> **Note:**
>
> A body's mass comes from the geometry attached to it. Moving the geometry off the body's origin moves where the mass sits, so the body rotates and balances around the new point instead of its origin.

## Edit a pose

To edit the pose instead of the area, select **Edit Physics Pose** (
**Edit Physics Pose icon:**
![](/api/media?file=/engine/6000.7/media/images/2d-physics-api-debug-draw-edit-pose-icon.png)) in the **Physics Core Tools** overlay.

## Edit a constraint

To edit a [constraint](/engine/6000.7/manual/unity2d/2d-physics-api/connect-objects/joints.md), select **Edit Physics Constraint Anchors** (
**Edit Physics Constraint icon:**
![](/api/media?file=/engine/6000.7/media/images/2d-physics-api-debug-draw-edit-constraint-icon.png)) in the **Physics Core Tools** overlay.

Drag the square handles to move the anchor points of the constraint.

## Configure visualization colors and sizes

To configure the colors and sizes of the shapes, use either of the following:

* In the **Physics Area** component of the GameObject, select **Definition** > **Surface Material** > **Custom Color**.
* Go to **Edit > Preferences**, then select **2D** > **Physics Core**.

## Visualize in a development build

To enable Unity drawing 2D Physics Core shapes in a development build, follow these steps:

1. Make sure your target build platform supports [compute shaders](/engine/6000.7/manual/materials-and-shaders/shaders/writing-custom/class-compute-shader/introduction.md).
2. Create and assign a Physics Core Settings 2D asset. For more information, refer to [Configure global Physics Core 2D API settings](/engine/6000.7/manual/unity2d/2d-physics-api/properties/class-physics-core-settings2d.md).
3. In the Editor window, select **Physics Core 2D** > **Settings**.
4. Select the **Global** tab.
5. Set **Rendering Mode** to **Development Player** or **Any Player**.

## Additional resources

* [Physics Pose and Physics Area components](/engine/6000.7/manual/unity2d/2d-physics-api/create-objects/pose-and-area.md)
* [Default Scene view overlay reference](/engine/6000.7/manual/working-with-scenes/scenes-manage-gameobjects/overlays/reference/default.md)
* [2D preferences tab reference](/engine/6000.7/manual/unity-editor/editor-settings-reference/preferences/2d.md)
* [Configure global 2D Physics Core settings](/engine/6000.7/manual/unity2d/2d-physics-api/properties/class-physics-core-settings2d.md)
