**Box2DBodies** | Bodies | Box2D Rigid Bodies | Generic |

**WorldBoundry** | Boundry | Define the boundry of the world .Simulation will still work if bodies reach the end of the world, but it will be slower. | Rectangle |

**Gravity** | Gravity | Define the gravity vector. | Vector |

**VelocityIterations** | VelIter | In the velocity phase the solver computes the impulses necessary for the bodies to move correctly. Using fewer iterations increases performance but accuracy suffers. | Integer |

**PositionIterations** | PosIter | In the position phase the solver adjusts the positions of the bodies to reduce overlap and joint detachment. Using fewer iterations increases performance but accuracy suffers. | Integer |

**Timestep** | Timestep | By using a larger time step you can improve performance in low frame rate scenarios.But generally you should use a time step no larger than 1/30 seconds.A time step of 1/60 seconds will usually deliver a high quality simulation. | Number |

**Animate** | Animate | If false, simulation resets. If true the solution will advanced by one frame each time this input is recieved | Boolean |