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    Struct BufferInterpolatedRigidBodiesMotion

    A system that writes to a rigid body's PhysicsGraphicalInterpolationBuffer component by copying its Unity.Transforms.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 Unity.Transforms.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
    ISystemCompilerGenerated
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.Physics.GraphicsIntegration
    Assembly: Unity.Physics.dll
    Syntax
    [RequireMatchingQueriesForUpdate]
    [UpdateInGroup(typeof(PhysicsSystemGroup))]
    [UpdateAfter(typeof(PhysicsInitializeGroup))]
    [UpdateBefore(typeof(ExportPhysicsWorld))]
    [BurstCompile]
    public struct BufferInterpolatedRigidBodiesMotion : ISystem, ISystemCompilerGenerated

    Properties

    InterpolatedDynamicBodiesQuery

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

    Declaration
    public readonly EntityQuery InterpolatedDynamicBodiesQuery { get; }
    Property Value
    Type Description
    EntityQuery

    Implements

    ISystem
    Unity.Entities.ISystemCompilerGenerated
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