| Property |
Description |
| autoBodyUpdateCallbacks |
Controls if body update callback targets are automatically called.
See PhysicsWorld.SendBodyUpdateCallbacks.
|
| autoContactCallbacks |
Controls if shape contact callback targets are automatically called.
See PhysicsWorld.SendContactCallbacks.
|
| autoJointThresholdCallbacks |
Controls if joint threshold callback targets are automatically called.
See PhysicsWorld.SendJointThresholdCallbacks.
|
| autoTriggerCallbacks |
Controls if shape trigger callback targets are automatically called.
See PhysicsWorld.SendTriggerCallbacks.
|
| bounceThreshold |
Adjust the bounce threshold, usually in meters per second. It is recommended not to make this value very small because it will prevent bodies from sleeping.
See PhysicsWorld.bounceThreshold.
|
| contactDamping |
The contact bounciness with 1 being critical damping (non-dimensional).
See PhysicsWorld.contactDamping.
|
| contactFilterCallbacks |
Controls if contact filter callbacks will be called.
A contact filter callback allows direct control over whether a contact will be created between a pair of shapes.
This applies to both triggers and non-triggers but only with Dynamic bodies.
These are relatively expensive so disabling them can provide a significant performance benefit.
A contact filter callback will call the PhysicsShape.callbackTarget for both shapes involved if they implement IContactFilterCallback.
|
| contactFrequency |
The contact stiffness, in cycles per second.
See PhysicsWorld.contactFrequency.
|
| contactHitEventThreshold |
The contact hit event threshold controls the collision speed needed to generate a contact hit event, usually in meters per second.
See ContactHitEvent.
See PhysicsWorld.contactHitEventThreshold.
|
| contactSpeed |
The contact speed used to solve overlaps, in meters per second.
See PhysicsWorld.contactSpeed.
|
| continuousAllowed |
Controls if continuous collision detection will be used between Dynamic and Static bodies.
Generally you should keep continuous collision enabled to prevent fast moving objects from going through Static objects.
The performance gain from disabling continuous collision is minor.
See PhysicsWorld.continuousAllowed |
| drawColors |
Controls what colors are used to draw PhysicsBody, PhysicsShape, PhysicsJoint etc.
See DrawColors.
|
| drawFillAlpha |
Controls the draw fill alpha. This is used to scale the interior fill alpha and is only used when PhysicsWorld.DrawFillOptions.Outline is used so that the interior color can be distinguished from the outline color by transparency.
See PhysicsWorld.drawFillAlpha.
|
| drawFillOptions |
Controls how shape geometry is filled when drawing.
See DrawFillOptions.
|
| drawFilter |
Limits what gets drawn to a narrow selection.
This only affects DrawOptions that are drawing all bodies, shapes etc.
It does not affect selected elements or custom drawing.
See IgnoreFilter.
|
| drawForceScale |
Controls the joint contact force scale used when drawing contact forces.
See PhysicsWorld.drawForceScale.
|
| drawNormalScale |
Controls the joint contact normal scale used when drawing contact normals.
See PhysicsWorld.drawNormalScale.
|
| drawOptions |
Limits what gets drawn to a broad selection.
See DrawOptions.
|
| drawPointScale |
Controls the draw point scale used when drawing points.
See PhysicsWorld.drawPointScale.
|
| drawThickness |
Controls the draw thickness (outline and orientation).
See PhysicsWorld.drawThickness.
|
| gravity |
Get/Set the simulation worker count for the world.
The actual quantity of workers used will always be capped to those available on the current device and reading the property will return the number of workers actually being used by the device.
Changing the worker count continuously is not recommend and will impact performance as it requires the task queue be recreated.
See PhysicsWorld.gravity.
|
| maximumLinearSpeed |
Get/Set the maximum linear speed.
See PhysicsWorld.maximumLinearSpeed.
|
| preSolveCallbacks |
Controls if pre-solve callbacks will be called.
This only applies to Dynamic bodies and is ignored for triggers.
These are relatively expensive so disabling them can provide a significant performance benefit.
A pre-solve callback will call the PhysicsShape.callbackTarget for both shapes involved if they implement IPreSolveCallback.
|
| simulateType |
Get/Set the simulation mode which controls when or if the simulation will be automatically simulated.
See SimulationType and PhysicsWorld.Simulate.
|
| simulationSubSteps |
Get/Set the simulation sub-steps to use during simulation.
See PhysicsWorld.Simulate.
See PhysicsWorld.simulationSubSteps.
|
| simulationWorkers |
Get/Set the simulation worker count for the world.
The actual quantity of workers used will always be capped to those available on the current device and reading the property will return the number of workers actually being used by the device.
Changing the worker count continuously is not recommend and will impact performance as it requires the task queue be recreated.
See PhysicsWorld.simulationWorkers.
|
| sleepingAllowed |
Controls if bodies go to sleep when not moving and not interacting.
Sleeping can provide a significant performance improvement when many Dynamic or Kinematic bodies are in the world.
See PhysicsWorld.sleepingAllowed |
| transformPlane |
Controls the transform plane that the world uses when writing transforms.
See PhysicsWorld.transformWriteMode.
See PhysicsWorld.transformPlane.
|
| transformPlaneCustom |
Controls the transformation for the PhysicsWorld.TransformPlane.Custom to allow transformation writing and reading to/from a custom space.
See TransformPlaneCustom.
|
| transformTweenMode |
Controls if and how Transform tweens are calculated and/or written.
Transform tweening is where bodies that have their PhysicsBody.transformObject set, write to the Transform each frame
depending on the specific body TransformWriteMode set.
Regardless of this setting, Transform tweening is never used if the PhysicsWorld.simulationType is PhysicsWorld.SimulationType.Update or PhysicsWorld.transformWriteMode is PhysicsWorld.TransformWriteMode.Off.
|
| transformWriteMode |
Controls how transform writing is handled.
Only bodies that have their PhysicsBody.transformWriteMode active and produce a BodyUpdateEvent will write to a transform.
See TransformWriteMode.
|