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    Physics Step

    To control Unity Physics settings, you need a Physics Step component. As usual when working with Entities, a SubScene is necessary when adding the Physics Step component.

    Field Description
    Simulation Type Select between Unity Physics, Havok Physics or None. You can only access the Havok Physics features if you have installed the Havok Physics package and you have a license. If not, Unity Physics is the default physics engine.
    Gravity Set the world gravity. You can also use the Gravity Factor scalar to set this value, as either a positive or negative float value. The default is 1 (that is, 1 multiplied by WorldGravity).
    Solver Iteration Count Specify the number of solver iterations the physics system performs. Higher values mean more stability, but worse performance.
    Multi Threaded Toggle multi-threading. If enabled, the physics system uses a large number of threads and jobs for simulation. If disabled, the physics system uses a very small number of single threaded jobs.
    Synchronize Collision World Specify whether to update the collision world after the step for more precise queries.
    Enable Contact Solver Stabilization Heuristic Enabling Contact Solver Stabilization Heuristic results in better object-stacking stability. However, it requires more computational resources when simulating.

    collider_cast
    Physics Step component.

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