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. |
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Physics Step component.
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