Struct PhysicsMassOverride
Add this component to a dynamic body if it needs to sometimes switch to being kinematic. This allows you to retain its dynamic mass properties on its PhysicsMass component, but have the physics solver temporarily treat it as if it were kinematic. Kinematic bodies will have infinite mass and inertia. They should also not be affected by gravity. Hence, if IsKinematic is non-zero the value in an associated PhysicsGravityFactor component is also ignored. If SetVelocityToZero is non-zero then the value in an associated PhysicsVelocity component is also ignored.
Implements
IComponentData
IQueryTypeParameter
Inherited Members
Namespace: Unity.Physics
Assembly: Unity.Physics.dll
Syntax
public struct PhysicsMassOverride : IComponentData, IQueryTypeParameter
Fields
IsKinematic
The is kinematic flag.
Declaration
public byte IsKinematic
Field Value
Type | Description |
---|---|
byte |
SetVelocityToZero
The set velocity to zero flag.
Declaration
public byte SetVelocityToZero
Field Value
Type | Description |
---|---|
byte |
Implements
Unity.Entities.IComponentData
Unity.Entities.IQueryTypeParameter