public record class PhysicsWorldSettingsHow a PhysicsWorld is built and how hard it works.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The capacities are hard ceilings, not hints: Jolt allocates its body array, its body-pair cache and its contact-constraint buffer once at construction and never grows them, which is what lets a step allocate nothing at all. Running out is reported through PhysicsStepResult rather than by growing.
The defaults suit a level of a few thousand bodies. A stress test that wants a hundred thousand says so here, at the cost of the memory to hold them.
Fields and properties (12)
public PhysicsLayers LayersThe layer table. What collides with what.
public Vector3 GravityGravity, in metres a second squared. Earth by default.
public int MaxBodiesThe most bodies that can exist at once.
public int MaxBodyPairsThe most overlapping pairs the broad phase may report in one step.
public int MaxContactConstraintsThe most contact constraints the solver may hold in one step.
public int BodyMutexCountHow many mutexes guard the body array, or zero for Jolt's default.
public int ThreadCountHow many worker threads Jolt may use, or zero for one per hardware thread bar one.
public int CollisionStepsPerUpdateHow many collision sub-steps each call to Step runs.
public int VelocityIterationsHow many velocity iterations the solver runs.
public int PositionIterationsHow many position iterations the solver runs.
public bool DeterministicWhether to hold Jolt to bit-identical results for identical input.
public bool AllowSleepingWhether bodies may fall asleep at all. Per-body sleeping is on top of this.
Used by (8)
- PhysicsConstraintTestsVixen.Physics.Tests
- PhysicsDeterminismTestsVixen.Physics.Tests
- PhysicsLayerTestsVixen.Physics.Tests
- PhysicsQueryTestsVixen.Physics.Tests
- PhysicsSceneVixen.Physics
- PhysicsSceneTestsVixen.Physics.Tests
- PhysicsWorldVixen.Physics
- PhysicsWorldTestsVixen.Physics.Tests