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Unity Engine


PhysicsWorld.WorldCapacity

Describes the expected world capacities used to presize internal allocations when a PhysicsWorld is created. All counts default to zero, in which case the engine uses its own minimum defaults. Every count is in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity and any value outside that range is clamped into it.
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Definition

public struct PhysicsWorld.WorldCapacity : IEquatable<PhysicsWorld.WorldCapacity>

Remarks

Static Fields

Value

Description

MaxCapacityThe maximum value allowed for each of the counts. Each count presizes an internal allocation, so this ceiling keeps the memory a single world can reserve up-front to a sane amount.

Properties

Property

Description

contactCountThe expected number of contacts, in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity. Values outside that range are clamped into it.
dynamicBodyCountThe expected number of dynamic and kinematic bodies, in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity. Values outside that range are clamped into it.
dynamicShapeCountThe expected number of dynamic and kinematic shapes, in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity. Values outside that range are clamped into it.
staticBodyCountThe expected number of static bodies, in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity. Values outside that range are clamped into it.
staticShapeCountThe expected number of static shapes, in the range zero to PhysicsWorld.WorldCapacity.MaxCapacity. Values outside that range are clamped into it.