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Unity Engine


Create

Create a PhysicsWorld using the _defaultDefinition.
Read time 2 minutesLast updated 11 days ago

Definition

  • Type: Method
  • Namespace: Unity.U2D.Physics
  • Assembly: UnityEngine.PhysicsCore2DModule

Create()

Create a PhysicsWorld using the _defaultDefinition.
public static PhysicsWorld Create()

Returns

Type

Description

PhysicsWorldThe created world.

Create(PhysicsWorldDefinition)

Create a PhysicsWorld.
public static PhysicsWorld Create(PhysicsWorldDefinition definition)

Parameters

The world definition to use when creating the new physics world.

Returns

Type

Description

PhysicsWorldThe created world.

Remarks

You don't need to create a world before you add physics objects, because Unity automatically creates one you can fetch with _defaultWorld. This method isn't thread-safe. Call it only from the main thread. A world starts running as soon as you create it. Set _paused to
true
to pause its simulation.
Additional Resources: _defaultWorld, PhysicsWorldDefinition

Examples

// Create a public world definition so its properties display in the// Inspector window, then create a world from it.using UnityEngine;using Unity.U2D.Physics;public class CreateWorld : MonoBehaviour{ public PhysicsWorldDefinition worldDefinition = new PhysicsWorldDefinition(); public PhysicsWorld world; void Awake() { world = PhysicsWorld.Create(worldDefinition); }}

Create(Snapshot, PhysicsWorldDefinition)

Creates a new PhysicsWorld from
snapshot
, using
definition
for the settings a snapshot does not store.
public static PhysicsWorld Create(PhysicsWorld.Snapshot snapshot, PhysicsWorldDefinition definition)

Parameters

snapshot

A snapshot produced by PhysicsWorld.CreateSnapshot.

The world definition supplying the settings the snapshot does not store.

Returns

Type

Description

PhysicsWorldThe created world restored to the snapshot state, or an invalid world if the snapshot was rejected or no world could be created.

Remarks

A snapshot restores the full simulation configuration, so these PhysicsWorldDefinition properties are taken from
snapshot
and their values in
definition
are ignored: _gravity, _bounceThreshold, _contactHitEventThreshold, _contactFrequency, _contactDamping, _contactSpeed, _contactRecycleDistance, _maximumLinearSpeed, _sleepingAllowed, _continuousAllowed, _eventGroupingAllowed and _capacity. All other
definition
properties are applied normally, for example _simulationWorkers and _simulationSubSteps. To use a value other than the snapshot's, set the matching property on the returned world after this call. Creating and restoring a world processes the whole image, so this is not intended to be called at high frequency.