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    Namespace Unity.Physics.Authoring

    Classes

    BeginColliderBakingSystem

    Baking system for colliders, called before all other collider baking systems.

    BeginJointBakingSystem

    A system that is updated before all built-in conversion systems that produce PhysicsJoint.

    BuildCompoundCollidersBakingSystem

    Compound collider baking system.

    CustomPhysicsBodyTagNames

    Custom Physics Body Tag Names.

    A scriptable object used for assigning names to CustomPhysicsBodyTags and saving them.

    CustomPhysicsProxyAuthoring

    This authoring component will create multiple proxy entities in different physics worlds.

    CustomPhysicsProxyBakingSystem

    Custom physics proxy baking system

    DrawingUtility

    Drawing utilities

    EndColliderBakingSystem

    Baking system for colliders, called after all other collider baking systems.

    EndJointBakingSystem

    Baking system, called after all baking systems that produce PhysicsJoint components.

    PhysicsDebugDisplayAuthoring

    Physics Debug Display Authoring.

    GameObject component containing physics debug display settings.

    PhysicsDebugDisplaySystem

    A system which is responsible for drawing physics debug display data. Create a singleton entity with PhysicsDebugDisplayData and select what you want to be drawn.

    If you want custom debug draw, you need to:

    1) Create a system which updates before PhysicsDebugDisplaySystem.
    2) In OnUpdate() of that system, call GetSingleton PhysicsDebugDisplayData (even if you are not using it, it is important to do so to properly chain dependencies).
    3) Afterwards, in OnUpdate() or in scheduled jobs, call one of the exposed draw methods (Line, Arrow, Plane, Triangle, Cone, Box, ...).
    4) Data will be drawn when PhysicsDebugDisplaySystem's OnUpdate() is called.

    IMPORTANT: Drawing works only in Editor mode.

    PhysicsDebugDisplaySystem_Default

    Draw physics debug display data during simulation

    PhysicsDebugDisplaySystem_Editor

    Draw physics debug display data when running in the Editor

    PhysicsDisplayDebugGroup

    A component system group that contains the PhysicsDebugDisplay systems.

    PhysicsStepAuthoring

    Parameters describing how to step the physics simulation.

    If this component is not present, default values will be used.

    PhysicsWorldIndexAuthoring

    Authoring component to associate a rigid body with the specified physics world.

    PostProcessPhysicsTransformBakingSystem

    Represents a system that applies and rescales a non-identity scale to a uniform scale

    RigidbodyBakingSystem

    Represents a rigidbody baking system.

    Structs

    CleanPhysicsDebugDataSystem_Default

    A system which cleans physics debug display data from the previous frame during the simulation. In case of using multiple worlds feature, in order for debug display to work properly on multiple worlds, you need to disable the update of this system in either main physics group (PhysicsSystemGroup) or in the custom physics group (BeforePhysicsSystemGroup), whichever updates later in the loop.

    CleanPhysicsDebugDataSystem_Editor

    A system which cleans physics debug display data from the previous frame while in edit mode. In case of using multiple worlds feature, in order for debug display to work properly on multiple worlds, you need to disable the update of this system in editor display physics group (PhysicsDisplayDebugGroup).

    CustomPhysicsBodyTags

    Custom physics Body Tags.

    A lightweight type containing eight tags that can be individually toggled. Designed for tagging of rigid bodies.

    PhysicsCompoundData

    Component that specifies data relating to compound colliders and blobs

    PhysicsDebugDisplayData

    Physics Debug Display Data.

    Component data containing physics debug display settings.

    PhysicsPostProcessData

    Component that specifies the local to world matrix and scale of an entity

    PhysicsRootBaked

    An empty component that is used to indicate if the root of a compound collider has been baked

    RigidbodyBakingData

    Component that specifies if a rigid body is a kinematic body and what its mass is.

    Enums

    BodyMotionType

    Describes how a rigid body will be simulated in the run-time.

    BodySmoothing

    Describes how a rigid body's motion in its graphics representation should be smoothed when the rendering framerate is greater than the fixed step rate used by physics.

    CustomPhysicsProxyAuthoring.TargetWorld

    A bitmask enum for physics world indices.

    ShapeType

    Shape types supported in the collider baking systems.

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