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    Struct BufferInterpolatedRigidBodiesMotion

    A system that writes to a rigid body's PhysicsGraphicalInterpolationBuffer component by copying its LocalTransform and PhysicsVelocity before physics steps. These values are used for bodies whose graphics representations will be interpolated by the SmoothRigidBodiesGraphicalMotion system. Add a WriteGroupAttribute to your own component if you need to use different values (as with a character controller).

    NOTE: Consider the case when an interpolated rigid body needs to be teleported (i.e. have its LocalTransform or PhysicsVelocity components changed directly), specifically after this system is updated and before SmoothRigidBodiesGraphicalMotion is updated. In that case, you should set associated ApplySmoothing to 0. or assign the appropriate new PhysicsGraphicalInterpolationBuffer component values as well.

    Implements
    ISystem
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.Physics.GraphicsIntegration
    Assembly: solution.dll
    Syntax
    [RequireMatchingQueriesForUpdate]
    [UpdateInGroup(typeof(PhysicsSystemGroup))]
    [UpdateAfter(typeof(PhysicsInitializeGroup))]
    [UpdateBefore(typeof(ExportPhysicsWorld))]
    [BurstCompile]
    public struct BufferInterpolatedRigidBodiesMotion : ISystem

    Properties

    Name Description
    InterpolatedDynamicBodiesQuery

    An entity query matching dynamic rigid bodies whose graphical motion should be interpolated.

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