Version: 2020.2
LanguageEnglish
  • C#

Physics.RebuildBroadphaseRegions

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static void RebuildBroadphaseRegions(Bounds worldBounds, int subdivisions);

Parameters

worldBounds Boundaries of the physics world.
subdivisions How many cells to create along x and z axis.

Description

Rebuild the broadphase interest regions as well as set the world boundaries.

Effective only when the Multi-box Pruning Broadphase is used.

In this mode, the boundaries of the world have to be set and then the physics engine would subdivide the volume into a flat grid in the XZ plane, with each cell containing a set of objects that belong to the cell. One may think that each cell contains an instance of the regular sweep-and-prune broadphase. The main benefit of having a grid is to be able to avoid the typical sweep-and-prune locality problem where in a flat world all the objects overlap each other along the Y axis thus causing excess rebuilding of the SAP projections lists along each axis even for the objects that are far apart.

Note that the physics objects located outside of the world boundaries will not detect collisions at all.

There is a limit of 256 on the total amount of world cells currently, so the maximum number you can set to subdivisions is 16.

This function is useful to make the broadphase settings per-scene, not per-project.