Version: Unity 6.7 Beta (6000.7)
LanguageEnglish
  • C#

PhysicsWorld.stateHash

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 ulong stateHash;

Description

A hash of the whole simulation state, covering every body's pose and velocity and every contact's manifold. Two worlds that have simulated identically produce the same value, so comparing it across runs or machines is a way to check that a simulation is deterministic.

This is recomputed from scratch over the entire world every time it is read, and is never cached, so treat it as a diagnostic rather than something to read every frame. The value identifies a state, not an object, so it is not stable across engine versions and should not be stored as a persistent identifier.