csharp
public sealed class PhysicsSyncSystemMakes the simulation match the components, then drives kinematic bodies and pushes authored velocities in.
No guide page documents this yet — the page shows what the code says about itself.
As a system
- Phase
- FixedUpdate
- Reads
- LocalTransform RigidBody Collider
Remarks
First of the three fixed-step passes. Creating a body is structural — it adds a PhysicsBody — so this runs its collection and its mutation in two halves rather than through a command buffer: the buffer is played back at the end of the phase, which is after the step that needed the body.
Fields and properties (1)
public SystemAccess Access
Methods (2)
public PhysicsSyncSystem(PhysicsScene scene)Makes the simulation match the components, then drives kinematic bodies and pushes authored velocities in.
public override JobHandle Update(in SystemContext context, JobHandle dependency)Runs the system.
Used by (2)
- PhysicsStepSystemVixen.Physics
- PhysicsSystemsVixen.Physics