Struct PhysicsGraphicalSmoothing
A component to indicate that the graphical representation of a dynamic rigid body's motion should be smoothed when the rendering framerate is greater than the fixed step rate used by physics. When used on its own, it indicates that smoothing should extrapolate into the future based on the body's current velocity. The result is thus up-to-date, but can mis-predict the body's transformations since any future collision response has not yet been resolved. Note that when used, the values of the body's LocalToWorld matrix are modified, and may differ from those of its Translation and Rotation components. See also PhysicsGraphicalInterpolationBuffer.
Namespace: Unity.Physics.GraphicsIntegration
Syntax
[WriteGroup(typeof(LocalToWorld))]
public struct PhysicsGraphicalSmoothing : IComponentData
Fields
ApplySmoothing
If non-zero, apply smoothing. Set this value to 0 when teleporting a body to prevent smoothing the motion of its graphics representation. SmoothRigidBodiesGraphicalMotion will reset this value to 1 each frame.
Declaration
public byte ApplySmoothing
Field Value
Type | Description |
---|---|
Byte |
CurrentVelocity
The body's linear and angular velocity from the most recent physics tick.
Declaration
public PhysicsVelocity CurrentVelocity
Field Value
Type | Description |
---|---|
PhysicsVelocity |