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 Custom
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 Physics
If you want custom debug draw, you need to:
- Create a system which updates before PhysicsDebugDisplaySystem.
- In OnUpdate() of that system, call GetSingleton Physics
Debug (even if you are not using it, it is important to do so to properly chain dependencies).Display Data - 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 Physics
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 Physics
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 Physics
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.