Class CustomPhysicsSystemGroup
This abstract class can be used to create a system group for a custom physics world.
To create a custom physics group, derive from this class and implement empty constructor
which calls one of two constructors of this class, and potentially implement some of the
other virtual functions.
Inheritance
ComponentSystemBase
SystemBase
ComponentSystemGroup
CustomPhysicsSystemGroupBase
CustomPhysicsSystemGroup
Inherited Members
CustomPhysicsSystemGroupBase.m_WorldData
CustomPhysicsSystemGroupBase.m_WorldFilter
ComponentSystemGroup.EnableSystemSorting
ComponentSystemGroup.Created
ComponentSystemGroup.ManagedSystems
ComponentSystemGroup.AddSystemToUpdateList(ComponentSystemBase)
ComponentSystemGroup.AddSystemToUpdateList(SystemHandle)
ComponentSystemGroup.RemoveSystemFromUpdateList(ComponentSystemBase)
ComponentSystemGroup.RemoveSystemFromUpdateList(SystemHandle)
ComponentSystemGroup.SortSystems()
ComponentSystemGroup.FixedRateManager
ComponentSystemGroup.RateManager
ComponentSystemGroup.SetRateManagerCreateAllocator(IRateManager)
ComponentSystemGroup.RateGroupAllocators
SystemBase.Dependency
SystemBase.CheckedStateRef
SystemBase.CompleteDependency()
SystemBase.Entities
SystemBase.Job
SystemBase.Update()
SystemBase.GetComponent<T>(Entity)
SystemBase.SetComponent<T>(Entity, T)
SystemBase.HasComponent<T>(Entity)
SystemBase.HasBuffer<T>(Entity)
SystemBase.GetEntityStorageInfoLookup()
SystemBase.GetStorageInfoFromEntity()
SystemBase.Exists(Entity)
ComponentSystemBase.Enabled
ComponentSystemBase.EntityQueries
ComponentSystemBase.GlobalSystemVersion
ComponentSystemBase.LastSystemVersion
ComponentSystemBase.EntityManager
ComponentSystemBase.World
ComponentSystemBase.SystemHandle
ComponentSystemBase.SystemHandleUntyped
ComponentSystemBase.Time
ComponentSystemBase.WorldUpdateAllocator
ComponentSystemBase.ShouldRunSystem()
ComponentSystemBase.GetDynamicComponentTypeHandle(ComponentType)
ComponentSystemBase.GetSharedComponentTypeHandle<T>()
ComponentSystemBase.GetDynamicSharedComponentTypeHandle(ComponentType)
ComponentSystemBase.GetEntityTypeHandle()
ComponentSystemBase.RequireForUpdate(EntityQuery)
ComponentSystemBase.RequireAnyForUpdate(params EntityQuery[])
ComponentSystemBase.RequireForUpdate<T>()
ComponentSystemBase.RequireSingletonForUpdate<T>()
ComponentSystemBase.HasSingleton<T>()
ComponentSystemBase.GetSingleton<T>()
ComponentSystemBase.GetSingletonRW<T>()
ComponentSystemBase.TryGetSingleton<T>(out T)
ComponentSystemBase.TryGetSingletonBuffer<T>(out DynamicBuffer<T>)
ComponentSystemBase.SetSingleton<T>(T)
ComponentSystemBase.GetSingletonEntity<T>()
ComponentSystemBase.TryGetSingletonEntity<T>(out Entity)
ComponentSystemBase.GetEntityQuery(params ComponentType[])
ComponentSystemBase.GetEntityQuery(params EntityQueryDesc[])
ComponentSystemBase.GetEntityQuery(in EntityQueryBuilder)
Assembly: Havok.Physics.dll
Syntax
public abstract class CustomPhysicsSystemGroup : CustomPhysicsSystemGroupBase
Constructors
CustomPhysicsSystemGroup(uint, bool)
Constructor. Your subclass needs to implement an empty constructor which is calling this (or the other constructor) to properly set up the world index.
Declaration
protected CustomPhysicsSystemGroup(uint worldIndex, bool shareStaticColliders)
Parameters
Type |
Name |
Description |
uint |
worldIndex |
A world index for a physics world.
|
bool |
shareStaticColliders |
Should static colliders be shared between main world and this one.
|
CustomPhysicsSystemGroup(uint, bool, HavokConfiguration)
Constructor. Your subclass needs to implement an empty constructor which is calling this (or the other constructor) to properly set up the world index.
Declaration
protected CustomPhysicsSystemGroup(uint worldIndex, bool shareStaticColliders, HavokConfiguration havokConfiguration)
Parameters
Type |
Name |
Description |
uint |
worldIndex |
A world index for a physics world.
|
bool |
shareStaticColliders |
Should static colliders be shared between main world and this one.
|
HavokConfiguration |
havokConfiguration |
Havok configuration to be used for simulating a non-default physics world, if Unity.Physics.PhysicsStep has Havok simulation selected.
|
Methods
PostGroupUpdateCallback()
Called after the systems in this group are updated. It is useful in cases of needing to restore system state (such as NativeArrays, NativeLists etc), after it is ran in a custom group.
If overriding this method, make sure to call base.PostGroupUpdateCallback().
Declaration
protected override void PostGroupUpdateCallback()
Overrides
Unity.Physics.Systems.CustomPhysicsSystemGroupBase.PostGroupUpdateCallback()
PreGroupUpdateCallback()
Called before the systems in this group are updated. It is useful in cases of needing to store system state (such as NativeArrays, NativeLists etc), before it is ran in a custom group.
If overriding this method, make sure to call base.PreGroupUpdateCallback().
Declaration
protected override void PreGroupUpdateCallback()
Overrides
Unity.Physics.Systems.CustomPhysicsSystemGroupBase.PreGroupUpdateCallback()
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.