Struct BuildPhysicsWorldData
Public system data for this world's instance of a BuildPhysicsWorld system.
Contains physics world data based on the entity world. The physics world data will contain a rigid body for every entity which has a rigid body component, and a joint for every entity which has a joint component.
Implements
Inherited Members
Namespace: Unity.Physics.Systems
Assembly: Unity.Physics.dll
Syntax
public struct BuildPhysicsWorldData : IComponentData, IQueryTypeParameter
Fields
PhysicsData
Information describing the PhysicsWorldData. Important : avoid using BuildPhysicsWorldData.PhysicsWorldData.PhysicsWorld. Use PhysicsWorldSingleton instead.
Declaration
public PhysicsWorldData PhysicsData
Field Value
Type | Description |
---|---|
PhysicsWorldData |
WorldFilter
A filter specifying the world.
Declaration
public PhysicsWorldIndex WorldFilter
Field Value
Type | Description |
---|---|
PhysicsWorldIndex |
Properties
DynamicEntityGroup
Gets the group the dynamic bodies belongs to.
Declaration
public EntityQuery DynamicEntityGroup { get; }
Property Value
Type | Description |
---|---|
EntityQuery | The dynamic entity group. |
HaveStaticBodiesChanged
True if the static bodies have changed this frame.
Declaration
public NativeReference<int> HaveStaticBodiesChanged { get; }
Property Value
Type | Description |
---|---|
NativeReference<int> | The have static bodies changed flag. |
JointEntityGroup
Gets the group the joints belongs to.
Declaration
public EntityQuery JointEntityGroup { get; }
Property Value
Type | Description |
---|---|
EntityQuery | The joint entity group. |
StaticEntityGroup
Gets the group the static bodies belongs to.
Declaration
public EntityQuery StaticEntityGroup { get; }
Property Value
Type | Description |
---|---|
EntityQuery | The static entity group. |
Methods
CompleteInputDependency()
Complete and reset all pending input dependencies.
Declaration
public void CompleteInputDependency()