Struct PhysicsMassOverride
Add this component to a dynamic body if it needs to sometimes switch to being kinematic. This allows you to retain its dynamic mass properties on its PhysicsMass component, but have the physics solver temporarily treat it as if it were kinematic. Kinematic bodies will have infinite mass and inertia. They should also not be affected by gravity. Hence, if IsKinematic is non-zero the value in an associated PhysicsGravityFactor component is also ignored.
Namespace: Unity.Physics
Syntax
public struct PhysicsMassOverride : IComponentData
Fields
IsKinematic
Declaration
public byte IsKinematic
Field Value
Type | Description |
---|---|
Byte |