Struct SimulationContext
Holds temporary data in a storage that lives as long as simulation lives and is only re- allocated if necessary.
Implements
Inherited Members
Namespace: Unity.Physics
Assembly: Unity.Physics.dll
Syntax
public struct SimulationContext : IDisposable
Properties
CollisionEvents
Gets the collision events.
Declaration
public CollisionEvents CollisionEvents { get; }
Property Value
Type | Description |
---|---|
CollisionEvents | The collision events. |
ImpulseEvents
Gets the impulse events.
Declaration
public ImpulseEvents ImpulseEvents { get; }
Property Value
Type | Description |
---|---|
ImpulseEvents | The impulse events. |
TriggerEvents
Gets the trigger events.
Declaration
public TriggerEvents TriggerEvents { get; }
Property Value
Type | Description |
---|---|
TriggerEvents | The trigger events. |
Methods
Dispose()
Disposes the simulation context.
Declaration
public void Dispose()
Reset(SimulationStepInput)
Resets the simulation storage
- Reallocates input velocities storage if necessary
- Disposes event streams and allocates new ones with a single work item NOTE: Reset or ScheduleReset needs to be called before passing the SimulationContext to a simulation step job. If you don't then you may get initialization errors.
Declaration
public void Reset(SimulationStepInput stepInput)
Parameters
Type | Name | Description |
---|---|---|
SimulationStepInput | stepInput | The step input. |