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    Struct PhysicsStep

    Parameters describing how to step the physics world. If none is present in the scene, default values will be used.

    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
    Assembly: solution.dll
    Syntax
    public struct PhysicsStep : IComponentData, IQueryTypeParameter

    Fields

    Name Description
    Default

    (Immutable) the default.

    Gravity

    The gravity.

    MultiThreaded

    The multi threaded.

    SimulationType

    Type of the simulation.

    SolverIterationCount

    Number of solver iterations.

    SolverStabilizationHeuristicSettings

    The solver stabilization heuristic settings.

    SynchronizeCollisionWorld

    Whether to synchronize collision world after physics step to enable precise query results. Note that BuildPhysicsWorld will do this work on the following frame anyway, so only use this option when another system must know about the results of the simulation before the end of the frame (e.g., to destroy or create some other body that must be present in the following frame). In most cases, tolerating a frame of latency is easier to work with and is better for performance.

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