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    Struct Simulation

    Steps a physics world.

    Implements
    ISimulation
    IDisposable
    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 Simulation : ISimulation, IDisposable

    Properties

    Name Description
    CollisionEvents

    Gets the collision events.

    Contacts

    Gets the contacts stream.

    FinalJobHandle

    Gets the handle of the final job.

    FinalSimulationJobHandle

    Gets the handle of the final simulation job (not including dispose jobs).

    ImpulseEvents

    Gets the impulse events.

    TriggerEvents

    Gets the trigger events.

    Type

    Gets the simulation type.

    Methods

    Name Description
    Create()

    Creates a new Simulation.

    Dispose()

    Disposes the simulation.

    ScheduleBroadphaseJobs(SimulationStepInput, JobHandle, bool)

    Schedule broadphase jobs.

    ScheduleCreateJacobiansJobs(SimulationStepInput, JobHandle, bool)

    Schedule create jacobians jobs.

    ScheduleNarrowphaseJobs(SimulationStepInput, JobHandle, bool)

    Schedule narrowphase jobs.

    ScheduleSolveAndIntegrateJobs(SimulationStepInput, JobHandle, bool)

    Schedule solve and integrate jobs.

    ScheduleStepJobs(SimulationStepInput, JobHandle, bool)

    Schedule all the jobs for the simulation step. Enqueued callbacks can choose to inject additional jobs at defined sync points. multiThreaded defines which simulation type will be called: - true will result in default multithreaded simulation - false will result in a very small number of jobs (1 per physics step phase) that are scheduled sequentially Behavior doesn't change regardless of the multiThreaded argument provided.

    Step(SimulationStepInput)

    Steps the world immediately.

    StepImmediate(SimulationStepInput, ref SimulationContext)

    Steps the simulation immediately on a single thread without spawning any jobs.

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