Version: Unity 6.6 (6000.6)
LanguageEnglish
  • C#

WorldCapacity

struct in Unity.U2D.Physics

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

Description

Describes the expected world capacities used to presize internal allocations when a PhysicsWorld is created. All counts default to zero, in which case the engine uses its own minimum defaults. Every count is in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity and any value outside that range is clamped into it.

Static Properties

Property Description
MaxCapacity The maximum value allowed for each of the counts. Each count presizes an internal allocation, so this ceiling keeps the memory a single world can reserve up-front to a sane amount.

Properties

Property Description
contactCount The expected number of contacts, in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity. Values outside that range are clamped into it.
dynamicBodyCount The expected number of dynamic and kinematic bodies, in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity. Values outside that range are clamped into it.
dynamicShapeCount The expected number of dynamic and kinematic shapes, in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity. Values outside that range are clamped into it.
staticBodyCount The expected number of static bodies, in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity. Values outside that range are clamped into it.
staticShapeCount The expected number of static shapes, in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity. Values outside that range are clamped into it.