# Create a bouncing ball Beginner Designer In this tutorial, we'll use the [static and body components](colliders.md) to create a ball bouncing on a floor. ## 1. Create a new project Start a **New Game** project. The default scene comes pre-loaded with five entities: Camera, Directional light, Skybox, Ground, and Sphere. We're going to add physics components to the **Ground** and **Sphere** entities. ## 2. Add a Static Component Let's begin by adding a [static collider](static-colliders.md) component to the Ground entity. A static component is a physics object that doesn't move. Typical static component are walls, floors, large rocks, and so on. In this case, the static component will give the ball something to bounce on. 1. Select the **Ground** entity. 2. In the **Property Grid**, click **Add component** and select **Static Collider**.  3. Set the [collider shape](collider-shapes.md) to match the shape of the entity. To do this, in the **Property Grid**, expand the **Static Component** to view its properties. 4. Next to **Colliders**, click  (**Add**) and select **Box Collider**.  This adds a static collider to the ground, so the ball has something to bounce off. 5. Set the `Size` property to `X: 10, Y: 0.1, Z: 10` to create a flat plane from this box ## 3. Add a Body Component Next, we'll add a [body](rigid-bodies.md) component to the sphere. A body is a physics object that moves — perfect for our bouncing ball. 1. In the **Scene Editor**, select the **Sphere** entity. 2. In the **Property Grid**, click **Add component** and select **Rigidbody**.  3. Just like we did for the Ground entity, set the [collider shape](collider-shapes.md) to match the entity. To do this, in the **Property Grid**, expand the **Body Component** to view its properties. 4. Next to **Colliders**, click  (**Add**) and select **Sphere**.  ## 4. Position the ball Let's position the sphere so it starts in midair and falls to the ground. 1. Select the **Sphere** entity. 2. In the **Property Grid**, under **Transform**, set the **Position** to: `X: 0, Y: 6, Z: 0` This places the ball in midair above the ground. ## 5. Position the camera Now we'll move the camera to give us a good view of the scene. 1. Select the **Camera** entity. 2. In the **Property Grid**, under **Transform**, set the **Position** to: `X: 11, Y: 3, Z: -4` You can see preview the camera view in the **Camera preview** in the bottom-right of the Scene Editor.  ## 6. Set the restitution Let's see what the scene looks like so far. To run the project, press **F5**.