Namespace Unity.Physics.GraphicsIntegration
Classes
GraphicalSmoothingUtility
Utility functions for smoothing the motion of rigid bodies' graphical representations when physics steps at a lower frequency than rendering.
Structs
BufferInterpolatedRigidBodiesMotion
A system that writes to a rigid body's Physics
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.
BufferInterpolatedRigidBodiesMotion.UpdateInterpolationBuffersJob
An IJob
CopyPhysicsVelocityToSmoothing
A system that writes to a body's PhysicsWriteGroupAttribute
to your own component if you need to use a different value (as with a character controller).
CopyPhysicsVelocityToSmoothing.CopyPhysicsVelocityJob
An IJob
MostRecentFixedTime
Singleton dynamic buffer that record the last Time.ElapsedTime
and Time.DeltaTime
of the most recent tick for each stepped Physics World. The Physics
PhysicsGraphicalInterpolationBuffer
Stores the state of a rigid body from the previous physics tick in order to interpolate the motion of the body's graphical representation.
When used in conjunction with Physics
PhysicsGraphicalSmoothing
A component to indicate that the graphical representation of a dynamic rigid body's motion should be smoothed when the rendering framerate is greater than the fixed step rate used by physics.
When used on its own, it indicates that smoothing should extrapolate into the future based on the body's current velocity.
The result is thus up-to-date, but can mis-predict the body's transformations since any future collision response has not yet been resolved.
See also Physics
PhysicsRenderEntity
Stores a direct association to another Entity holding a graphical representation of a physics shape referenced by this Entity.
RecordMostRecentFixedTime
A system to keep track of the time values in the most recent tick of the
PhysicsSystemGroup
.
SmoothRigidBodiesGraphicalMotion
A system that can smooth out the motion of rigid bodies if the fixed physics tick rate is slower than the variable graphics framerate.
Each affected body's Unity.