PhysicsWorld The created world.
Create a PhysicsWorld using the PhysicsWorldDefinition.defaultDefinition.
| Parameter | Description |
|---|---|
| definition | The world definition to use when creating the new physics world. |
PhysicsWorld The created world.
Create a PhysicsWorld.
You don't need to create a world before you add physics objects, because Unity automatically creates one you can fetch with PhysicsWorld.defaultWorld.
This method isn't thread-safe. Call it only from the main thread.
A world starts running as soon as you create it. Set PhysicsWorld.paused to true to pause its simulation.
Additional resources: PhysicsWorld.defaultWorld, PhysicsWorldDefinition
// Create a public world definition so its properties display in the // Inspector window, then create a world from it. using UnityEngine; using Unity.U2D.Physics;
public class CreateWorld : MonoBehaviour { public PhysicsWorldDefinition worldDefinition = new PhysicsWorldDefinition(); public PhysicsWorld world;
void Awake() { world = PhysicsWorld.Create(worldDefinition); } }
| Parameter | Description |
|---|---|
| snapshot | A snapshot produced by PhysicsWorld.CreateSnapshot. |
| definition | The world definition supplying the settings the snapshot does not store. |
PhysicsWorld The created world restored to the snapshot state, or an invalid world if the snapshot was rejected or no world could be created.
Creates a new PhysicsWorld from snapshot, using definition for the settings a snapshot does not store.
A snapshot restores the full simulation configuration, so these PhysicsWorldDefinition properties are taken from snapshot and their values in definition are ignored:
PhysicsWorldDefinition.gravity, PhysicsWorldDefinition.bounceThreshold, PhysicsWorldDefinition.contactHitEventThreshold, PhysicsWorldDefinition.contactFrequency, PhysicsWorldDefinition.contactDamping, PhysicsWorldDefinition.contactSpeed, PhysicsWorldDefinition.contactRecycleDistance, PhysicsWorldDefinition.maximumLinearSpeed, PhysicsWorldDefinition.sleepingAllowed, PhysicsWorldDefinition.continuousAllowed, PhysicsWorldDefinition.eventGroupingAllowed and PhysicsWorldDefinition.capacity.
All other definition properties are applied normally, for example PhysicsWorldDefinition.simulationWorkers and PhysicsWorldDefinition.simulationSubSteps.
To use a value other than the snapshot's, set the matching property on the returned world after this call.
Creating and restoring a world processes the whole image, so this is not intended to be called at high frequency.