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Unity Engine


PhysicsLowLevelSettings2D

Physics LowLevel Settings Asset. This contains all the global physics options along with the default values for the following definitions: PhysicsWorldDefinition PhysicsBodyDefinition PhysicsShapeDefinition PhysicsChainDefinition
Read time 5 minutesLast updated 5 days ago

Definition

public sealed class PhysicsLowLevelSettings2D : ScriptableObject

Properties

Property

Description

bypassLowLevelControls the simulation and rendering of any PhysicsWorld. When true, no automatic simulation or rendering will occur (bypassed). When false, normal operation occurs with automatic simulation and rendering. The only case for this to be true is when the low-level physics is not being used at all so this would remove any overhead of simulation or rendering but in most cases, this should be false which is the default.
concurrentSimulationsControls how many simulations can be started in parallel. Each one is started on its own worker and acts as its own main-thread. Workers should ideally be left free for the solver otherwise it may degrade solving performance. The actual quantity of workers used will always be capped to those available on the current device.
drawInBuildControls if the debug drawer can be used in a Player Development Build.
lengthUnitsPerMeterThe internal length units per meter.
physicsBodyDefinitionGet/Set the PhysicsBodyDefinition.
physicsChainDefinitionGet/Set the PhysicsChainDefinition.
physicsLayerNamesA set of 64 "layer" names associated with each bit in a PhysicsMask when used for contacts and queries.
physicsShapeDefinitionGet/Set the PhysicsShapeDefinition.
physicsWorldDefinitionGet/Set the PhysicsWorldDefinition.
useFullLayersControls if full 64-bit layers are used based upon PhysicsLowLevelSettings2D.physicsLayerNames or if not, the standard 32-bit layers based upon LayerMask. If a PhysicsLowLevelSettings2D asset is assigned then the full layers (PhysicsLowLevelSettings2D.physicsLayerNames) will be used if PhysicsLowLevelSettings2D.useFullLayers is also active. If no PhysicsLowLevelSettings2D asset is assigned then the global layers (See LayerMask) will be used.

Inheritance

Inherited Members

Operators

Operator

Description

operator ==Compares two object references to see if they refer to the same object.
boolDetermines whether the object exists.
operator !=Compares if two objects refer to a different object.