Struct PhysicsStep
Parameters describing how to step the physics world. If none is present in the scene, default values will be used.
Inherited Members
Namespace: Unity.Physics
Assembly: Unity.Physics.dll
Syntax
public struct PhysicsStep : IComponentData, IQueryTypeParameter
Fields
Default
(Immutable) the default.
Declaration
public static readonly PhysicsStep Default
Field Value
| Type | Description |
|---|---|
| PhysicsStep |
Gravity
The gravity.
Declaration
public float3 Gravity
Field Value
| Type | Description |
|---|---|
| float3 |
MultiThreaded
The multi threaded.
Declaration
public byte MultiThreaded
Field Value
| Type | Description |
|---|---|
| byte |
SimulationType
Type of the simulation.
Declaration
public SimulationType SimulationType
Field Value
| Type | Description |
|---|---|
| SimulationType |
SolverIterationCount
Number of solver iterations.
Declaration
public int SolverIterationCount
Field Value
| Type | Description |
|---|---|
| int |
SolverStabilizationHeuristicSettings
The solver stabilization heuristic settings.
Declaration
public Solver.StabilizationHeuristicSettings SolverStabilizationHeuristicSettings
Field Value
| Type | Description |
|---|---|
| Solver.StabilizationHeuristicSettings |
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.
Declaration
public byte SynchronizeCollisionWorld
Field Value
| Type | Description |
|---|---|
| byte |