public struct PhysicsBodyThe body an entity has in the physics world. Written by the bridge, never by game code.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Present exactly while a body exists, so "has a body" is an archetype question and the bridge finds the entities that still need one with WithNone<PhysicsBody> rather than by scanning for a sentinel.
Deliberately not [DataContract]. A body handle means nothing outside the world that issued it, so saving one into a scene file would restore a handle to whatever body happened to take that slot — the same reason Entity is never written to a scene. The bridge rebuilds this from Collider on the first sync after a load.
⚠ That absence is also what keeps it out of SceneComponentRegistry, and it is load-bearing. A scene component is one carrying [Component] and [DataContract]; this deliberately has neither, so nothing has to remember to exclude it. Adding either to make it inspectable would make a compiled scene able to name it, which is the failure the paragraph above describes.
Fields and properties (4)
public BodyHandle HandleThe body.
public ShapeId BuiltShapeWhat the body was built from, so the bridge can tell a component edit from a no-op.
public BodyMotion BuiltMotionThe motion type the body was built with.
public bool BuiltSensorWhether the body was built as a sensor.
Used by (6)
- PhysicsDebugDrawSystemVixen.Physics
- PhysicsSceneVixen.Physics
- PhysicsSceneComponentTestsVixen.Physics.Tests
- PhysicsSceneTestsVixen.Physics.Tests
- PhysicsSyncSystemVixen.Physics
- PhysicsWritebackSystemVixen.Physics