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    Namespace Unity.Physics.Authoring

    Classes

    BaseShapeBakingSystem

    BeginColliderBakingSystem

    Baking system for colliders: Stage 1 This system is called before all other collider baking systems. The purpose of this system is to initialize the hash delegate and the declare a new BlobAssetComputationContext.

    BuildCompoundCollidersBakingSystem

    Baking system for colliders: Stage 3 Compound collider baking system. Runs after the BaseShapeBakingSystem. Compound colliders are built from child colliders already built by the BaseShapeBakingSystem and added to the BlobAssetComputationContext available in the BeginColliderBakingSystem.

    CustomPhysicsBodyTagNames

    Custom Physics Body Tag Names.

    A scriptable object used for assigning names to CustomPhysicsBodyTags and saving them.

    CustomPhysicsProxyAuthoring

    This authoring component will create multiple proxy entities in different physics worlds.

    CustomPhysicsProxyBakingSystem

    Custom physics proxy baking system

    DrawingUtility

    Drawing utilities

    EndColliderBakingSystem

    Baking system for colliders, called after all other collider baking systems.

    ForceUniqueColliderAuthoring

    An authoring component to tag the physics colliders used by this entity as unique. It is intended to be used with Built-In Physics Collider Components. Any collider that is present on a GameObject with this component will be flagged as unique during the baking process. A unique collider will not share a BlobAssetReference<Collider> with any other collider.

    PhysicsDebugDisplayAuthoring

    Physics Debug Display Authoring.

    GameObject component containing physics debug display settings.

    PhysicsDebugDisplayGroup

    A component system group that contains the physics debug display systems.

    PhysicsDebugDisplayGroup_Editor

    A component system group that contains the physics debug display systems while in edit mode.

    PhysicsDebugDisplaySystem

    A system which is responsible for drawing physics debug display data. Create a singleton entity with PhysicsDebugDisplayData and select what you want to be drawn.

    If you want custom debug draw, you need to:

    1. Create a system which updates before PhysicsDebugDisplaySystem.
    2. In OnUpdate() of that system, call GetSingleton PhysicsDebugDisplayData (even if you are not using it, it is important to do so to properly chain dependencies).
    3. Afterwards, in OnUpdate() or in scheduled jobs, call one of the exposed draw methods (Line, Arrow, Plane, Triangle, Cone, Box, ...).
      IMPORTANT: Drawing works only in the Editor.

    PhysicsDebugDisplaySystem_Default

    Draws physics debug display data.

    PhysicsDebugDisplaySystem_Editor

    Draws physics debug display data while in edit mode.

    PhysicsDisplayDebugGroup

    Deprecated. Use PhysicsDebugDisplayGroup instead.

    A component system group that contains the physics debug display systems.

    PhysicsStepAuthoring

    Parameters describing how to step the physics simulation.

    If this component is not present, default values will be used.

    PhysicsWorldIndexAuthoring

    Authoring component to associate a rigid body with the specified physics world.

    Structs

    BeginJointBakingSystem

    A system that is updated before all built-in conversion systems that produce PhysicsJoint.

    CleanPhysicsDebugDataSystem_Default

    A system which cleans physics debug display data from the previous frame while in play mode. When using multiple physics worlds, in order for the debug display to work properly, you need to disable the update of this system in any physics system group following the first one.

    CleanPhysicsDebugDataSystem_Editor

    A system which cleans physics debug display data from the previous frame while in edit mode.

    CustomPhysicsBodyTags

    Custom physics Body Tags.

    A lightweight type containing eight tags that can be individually toggled. Designed for tagging of rigid bodies.

    DisplayColliderAabbsJob

    DisplayColliderEdgesJob

    DisplayColliderFacesJob

    EndJointBakingSystem

    Baking system, called after all baking systems that produce PhysicsJoint components.

    PhysicsCompoundData

    Component that specifies data relating to compound colliders and blobs. Note that all colliders will have this component. The presence of this component indicates that this collider is a root of a collider, which may or may not be a compound.

    PhysicsDebugDisplayData

    Physics Debug Display Data.

    Component data containing physics debug display settings.

    PhysicsRootBaked

    An empty component that is used to indicate if the root of a compound collider has been baked

    RigidbodyBakingData

    Component that specifies if a rigid body is a kinematic body and what its mass is.

    RigidbodyBakingSystem

    Represents a rigidbody baking system.

    TemporalCoherenceBakingSystem

    Baking system which ensures that baked rigid body entities that have to be processed incrementally during the broadphase contain the critical PhysicsTemporalCoherenceTag component whenever incremental broadphase updates are enabled in the PhysicsStep component.

    Enums

    BodyMotionType

    Describes how a rigid body will be simulated in the run-time.

    BodySmoothing

    Describes how a rigid body's motion in its graphics representation should be smoothed when the rendering framerate is greater than the fixed step rate used by physics.

    CustomPhysicsProxyAuthoring.TargetWorld

    A bitmask enum for physics world indices.

    PhysicsDebugDisplayMode

    Display modes for the physics debug displays.

    PreIntegration displays the state of the body before the simulation.

    PostIntegration displays the state of the body when the simulation results have been integrated.

    ShapeType

    Shape types supported in the collider baking systems.

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