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    Struct PhysicsGraphicalSmoothing

    A component to indicate that the graphical representation of a dynamic rigid body's motion should be smoothed when the rendering framerate is greater than the fixed step rate used by physics. When used on its own, it indicates that smoothing should extrapolate into the future based on the body's current velocity. The result is thus up-to-date, but can mis-predict the body's transformations since any future collision response has not yet been resolved. See also PhysicsGraphicalInterpolationBuffer.

    Implements
    IComponentData
    IQueryTypeParameter
    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
    [WriteGroup(typeof(LocalToWorld))]
    public struct PhysicsGraphicalSmoothing : IComponentData, IQueryTypeParameter

    Fields

    Name Description
    ApplySmoothing

    If non-zero, apply smoothing. Set this value to 0 when teleporting a body to prevent smoothing the motion of its graphics representation. SmoothRigidBodiesGraphicalMotion will reset this value to 1 each frame.

    CurrentVelocity

    The body's linear and angular velocity from the most recent physics tick.

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