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    Struct SimulationContext

    Holds temporary data in a storage that lives as long as simulation lives and is only re- allocated if necessary.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    ValueType.ToString()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.Physics
    Syntax
    public struct SimulationContext : IDisposable

    Properties

    CollisionEvents

    Gets the collision events.

    Declaration
    public readonly CollisionEvents CollisionEvents { get; }
    Property Value
    Type Description
    CollisionEvents

    The collision events.

    ImpulseEvents

    Gets the impulse events.

    Declaration
    public readonly ImpulseEvents ImpulseEvents { get; }
    Property Value
    Type Description
    ImpulseEvents

    The impulse events.

    TriggerEvents

    Gets the trigger events.

    Declaration
    public readonly TriggerEvents TriggerEvents { get; }
    Property Value
    Type Description
    TriggerEvents

    The trigger events.

    Methods

    Dispose()

    Disposes the simulation context.

    Declaration
    public void Dispose()
    Implements
    IDisposable.Dispose()

    Reset(SimulationStepInput)

    Resets the simulation storage

    • Reallocates input velocities storage if necessary
    • Disposes event streams and allocates new ones with a single work item NOTE: Reset or ScheduleReset needs to be called before passing the SimulationContext to a simulation step job. If you don't then you may get initialization errors.
    Declaration
    public void Reset(SimulationStepInput stepInput)
    Parameters
    Type Name Description
    SimulationStepInput stepInput

    The step input.

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